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X-Wing

Strategy Guide

Information organized by Ryan Lenard

V5.1
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Table of Contents
Author’s Note and Basic Strategy: pages 3-11 Scum and Villainy Ship Breakdown: pages 137-188
Complete Errata List: pages 12-14 Z-95 Headhunter: pages 137-139
Imperial Ship Breakdown: pages 15-75 Y-wing: pages 140-142
TIE Fighter: pages: 15-20 Firespray-31: pages 143-145
TIE Advanced: pages 21-26 HWK-290: pages 146-148
TIE Interceptor: pages 27-32 M3-A Interceptor: pages 149-153
Firespray-31: pages: 33-35 StarViper: pages 154-157
TIE Bomber: pages 36-39 Aggressor: pages 158-161
Lambda-Class Shuttle: pages 40-42 Kihraxz Fighter: pages 162-165
TIE Defender: pages 43-46 YV-666: pages 166-168
TIE Phantom: pages 47-49 G-1A Starfighter: pages 169-171
VT-49 Decimator: pages 50-52 JumpMaster 5000: pages 172-175
TIE Punisher: pages 53-56 Protectorate Starfighter: pages 176-179
TIE/fo Fighter: pages 57-60 Lancer-Class Pursuit Craft: pages 180-182
TIE Advanced Prototype: pages 61-63 Quadjumper: pages 183-185
TIE/sf Fighter: pages 64-66 Scurrg H-6 Bomber: pages 186-188
TIE Striker: pages 67-69 Upgrade Card Overview: pages 189-263
Upsilon-Class Shuttle: pages 70-72 EPT: pages 189-199
TIE Aggressor: pages 73-75 Astromech Droid: pages 200-204
Rebel Ship Breakdown: pages 76-136 Salvaged Astromech Droid: pages 205-206
T-65 X-wing: pages 76-81 Systems: pages 207-209
Y-wing: pages 82-84 Tech: page 210-211
A-wing: pages 85-88 Crew: pages 212-229
YT-1300: pages 89-92 Illicit: pages 230-232
B-wing: pages 93-96 Cannon: pages 233-234
HWK-290: pages 97-99 Turret: pages 235-236
Z-95 Headhunter: pages 100-102 Missile: pages 237-240
E-wing: pages 103-105 Torpedo: pages 240-243
YT-2400: pages 106-108 Bomb: pages 244-246
K-wing: pages 109-111 Modification: pages 247-253
T-70 X-wing: 112-116 Title: 254-263
VCX-100: pages 117-119
Attack Shuttle: pages 120-122
ARC-170: pages 123-125
U-wing: pages 126-128
TIE Fighter: pages 129-131
Auzituck Gunship: pages 132-134
Scurrg H-6 Bomber: pages 135-136

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Author’s Note
I made this guide to help a friend of mine get into this awesome game. At this point, there are an absurd amount
of options available to players, so new players can easily get overwhelmed and/or discouraged. This guide is
meant to sort through all of the clutter and present players with a basic foundational understanding of the 100-
point standard game. That being said, this guide is geared towards all players including BOTH casual and
competitive people. Therefore, there are some suggestions and tactics that, while fun and creative, and not quite
at competitive level. However, I always make sure to include competitive options for each ship as well.
Competitive minded players can benefit from seeing creative squads and casual players benefit from seeing the
competitive lists. My hope is that this guide can benefit both the casual and competitively minded players. All
ships and upgrades include my errata; these errata are of course for casual play only, as they are not official, but
all comments on these ships and upgrades take these errata into account. Enjoy!

Basic Strategy
This section seeks to expand upon your basic knowledge of the rules of X-Wing non-epic games. We won’t
discuss rules here, so if you cannot remember something, refer to the Learn to Play Guide, Rules Reference
Guide, and/or FAQ as a reminder. This section will break down various elements of the game, so you can build
better squads and improve your flying.

Pilot Skill (PS)


There are three basic tenants of pilot skill.
Pros of Low PS Ships: Blocking. Ships that move first can get in the way of ships that move later in the phase.
Therefore, by moving first, you can disrupt the opponent’s formations by moving where they want to move. In
addition, this tactic denies the opponent their action if they collide with your ship. Also, while not explicitly a
pro of low PS, ships with lower PS are by default cheaper than higher PS ships of the same type. Therefore, a
squad of low PS ships will have more ships than one that has all high PS ships of the same type.
Pros of High PS Ships: High PS ships have numerous upsides. First, high PS (pilot skill) ships shoot first, so
there is a chance they will destroy a lower PS ship before it gets the chance to shoot during the Combat Phase.
Second, high PS ships have a much easier time acquiring a Target Lock (TL) on lower PS ships due to the order
of movement in the Activation Phase. Third, due to the order of activations, high PS ships are good at “tailing”
(fly behind and out of arc for multiple turns) enemy ships. Fourth, ships that like to dodge arcs need to have
higher PS to take full advantage of the ability to see the state of the board to choose the best arc dodging
actions. Fifth, some card effects specifically cause more harm or perform better against ships with low(er) PS.
Pros of Same PS Ships: This refers to ships within the same squad that have the same PS. There are significant
advantages to this because those ships can be activated in whichever order is preferable, both for moving and
for attacking.

Hull vs. Shields


Most of the time, shields are strictly better than hull (because they treat critical hits as normal damage) and are
worth about 1 more point than a hull increase. However, there are a few effects that place a higher value on
having a high hull stat. A hull stat of 2 or fewer can be insta-killed by a Proton Bomb or other cards that deal
damage cards directly to the ship, bypassing shields. Also some effects (like Flechette Torpedoes) only work on
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ships with low hull values. Some cards work better on ships with higher shield values (like Plasma Torpedoes).
Lastly, some cards will discard or modify damage cards; these effects are better on ships with higher hull
values. Some cards will recover lost shields; these effects are better on ships with higher shield values.

Attack vs Agility
It is difficult not to address these two states together, as they are very closely related. First of all, the attack dice
have a 4/8 chance of rolling a hit (unmodified) while agility dice have a 3/8 chance of rolling an evade
(unmodified). Therefore, attack dice are “better” than defense dice, at least in terms of successful rolls. There is
a paradigm for which attack values are good against which agility values, and this should serve as a foundation
when building a squad. This chart will be explained in detail below.

Agility
Value
1 2 3
Attack
Value 2 + = -
3 - = +

While this is an overly simplified chart (meaning certain ships definitely break the “rules” suggested by the
chart), it shows that certain attack values are typically better against certain agility values. An agility of 2 is
such that is has no inherent strengths or weaknesses. An agility of 1 is weak against hordes of 2 attack ships, as
these squads tend to roll more dice and therefore are better against ships with low agility and high hull/shields.
An agility of 3 is weaker against attack 3 ships, because an attack of 3 can consistently break through the 3
agility and deal damage to the typically low hull/shield agility 3 ships. Also, while an attack of 3 is not
inherently bad against agility 1, this chart shows that you could have gotten more value out of spending your
points on more 2 attack ships than fewer 3 attack ships to combat an agility 1 ship.

Standard Actions
This section will address the various actions that come standard to ships in X-wing. Any card or ability needs to
be compared to what these actions give a ship. It goes without saying that certain card abilities will favor some
actions over others, so these definitions should be used as a guide and not as rules.

Focus: “If you don’t know what to do, just focus” is often muttered by impatient X-Wing players. Focus is the
standard action in X-Wing, and every [non-epic] ship has it. Focus increases the odds of each attack and defense
die to be successful by 25% each. Focus is very versatile, as it can be used when attacking or defending.
Therefore, if your ship is both capable of attacking and defending this round (or you anticipate it will) you
should focus. It is usually advised that a player use the focus token upon the first opportunity to use it
successfully, as there is not a guarantee that other opportunities will arise in the turn. Therefore, higher PS ships
tend to use focus as an offensive action and lower PS ships tend to use it defensively. On the next page is a chart
showing the average hit/evade outcomes of focused versus unfocused dice.

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Attack Value Damage Output Agility Value Evade Outputs
1 0.5 1 0.375
1 with Focus 0.75 1 with Focus 0.625
2 1 2 0.75
2 with Focus 1.5 2 with Focus 1.25
3 1.5 3 1.125
3 with Focus 2.25 3 with Focus 1.875
4 2 4 1.5
4 with Focus 3 4 with Focus 2.5
5 2.5 5 1.875
5 with Focus 3.75 5 with Focus 3.125

Target Lock (TL): A target lock action is another common action available to most ships. A target lock has the
same odds of increasing the attack success of each attack die as a focus token (25%) BUT it has an increased
chance of a critical hit result. A TL does not go away if it isn’t spent at the end of the round, and certain
secondary weapons require a TL to fire. It’s important to note that since dice can only be rerolled once per
attack, abilities that require a reroll make TLs less impactful. Low PS ships have a difficult time acquiring a TL
because they activate before ships with higher PS. A TL is a strictly better choice (abilities not accounted for)
when you know that your ship will be attacking this round, and you will not be attacked. Also, use a TL when
your ship will not attack AND not be attacked, because you can then use the TL during a later round.

Evade: The evade action is common on ships with higher agility. An evade action is more effective at evading
damage than a focus if the agility of the ship is 3 or fewer. An agility of 4 with focus has the same odds of
success as an evade token with 4 agility. The difference is that a focus could fail or it could prevent more than 1
damage, whereas an evade is a guaranteed success. Use evade when you will not be attacking enemy ships and
you will be getting attacked. Also, an evade is a good choice if you have a ship that is valuable due to its effect
or upgrades, and you want to protect it at the cost of its firepower.

Barrel Roll: The barrel roll action is a positional action. It is best used to reposition your ship so that your ship
maintains its arc on an enemy ship while dodging the arc of the enemy ship. In addition, the barrel roll action
allows for more flexible navigation around obstacles. Low PS ships can use barrel roll as a blocking tool.
Lastly, while it is sometimes not possible to completely escape all enemy firing arcs, using a barrel roll, it is
possible to move backwards and away from an enemy arc, which may move the barrel rolling ship into a more
favorable range of defending. This action is best on higher PS ships, as most ships will have committed to their
location when the high PS ship choses to barrel roll.

Boost: The boost action is a positional action. It is best used to redirect your ship towards another target,
preferably dodging a firing arc in the process. In addition, the boost action allows for more flexible navigation
around obstacles. Low PS ships can also use boost as a blocking tool. This action is best on higher PS ships, as
most ships will have committed to their location when the high PS ship choses to boost. Low PS ships with
boost can prove to be effective blockers.

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Cloak/Decloak: Cloak is a rare action that allows a ship to become much harder to hit at the expense of being
able to attack. A standard cloak (without any upgrades) is both a good way to protect a ship from multiple
attacks a turn, but is less effective than an evade if only being attacking by one ship. However, the decloak
allows for a massive shift in position that is difficult to predict, allowing a ship that cloaks to be able to traverse
the battlefield in ways no other ship can.

SLAM (Sub-light Acceleration Motor): Currently, the only ship that has the SLAM action is the K-Wing. The
SLAM action allows for unprecedented movement at the cost of not being able to attack the turn you use it. In
addition, the SLAM action can allow the ship using it to escape an unfavorable position or to set up a very
favorable position for next round. Also, the Burnout SLAM illicit upgrade grants the SLAM action to the
equipped ship.

Rotate Arc: Currently, the only ship that has the Rotate Arc action is the Lancer-Class Pursuit Craft. This
action allows the ship to rotate its mobile firing arc to another one of its zones. This allows the ship to function
like a turret, as long as the player is willing to use this as their action. Effective users of this ship will try and fly
the craft in such a way so that the Rotate Arc action is used as rarely as possible.

Coordinate: Currently, the only non-epic ship that has the Coordinate action is the Upsilon-Class Shuttle. This
action allows another friendly ship within range 1-2 to take a free action, which really helps with setting up
powerful action economy for allied ships or to even allow ships to do positional actions pre-maneuvering. There
are a lot of powerful and unique interactions that can come from the Coordinate action that are too numerous to
discuss here, so experimentation is key to exploiting the most out of this action.

Reinforce: Currently, the only non-epic ship that has the Reinforce action is the Auzituck Gunship. This action
grants and additional evade for every attack suffered from either the front or back halves of the ship. When
facing multiple attackers from the same side, the Reinforce action can prove to be incredibly effective at
prolonging the survival of the ship.

The Four Pillars of X-Wing


There are four pillars of X-Wing that act like a game of rock-paper-scissors-lizard. While no pillar simply beats
another, knowing these pillars allows for a squad builder to include ships from multiple pillars to account for all
or most weaknesses to the squad.

Jousters
Jousting ships (an all joust ship list is usually called a swarm) are those that are very efficient in terms of their
raw statistical attack, agility, hull, shields, and cost. A good jousting ship is not spending other points on PS,
special actions, or an exceptional maneuver dial. Jousting ships are common at low PS and in high numbers,
flying in formation to maximize firepower on targets one at a time. High PS jousters exist and ususally are
augmented by upgrade cards to maximize their efficiency. Jousters are naturally very good against Primary
Weapon Turret (PWT) ships, as their sheer statistical damage usually overwhelms a bulked up ship’s high hull
value. Jousters are poor against arc dodging ships because the jousting swarm has difficulty keeping all of its
guns pointed at the arc dodgers. Examples of these ships include the TIE fighter, TIE Advanced, TIE Phantom
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(with upgrades), TIE Bomber, Lambda-Class Shuttle, TIE Defender, Y-wing (with BTL upgrade), Z-95
Headhunter, T-65 X-wing, B-wing, G-1A Starfighter, U-wing, M3-A Interceptor Upsilon-Class Shuttle, and
Scurrg H-6 Bomber.

Primary Weapon Turrets (PWT)


PWTs are ships that have a turret as their primary weapon. Ships that take a turret upgrade also can fit into this
category. Ships with an auxiliary firing arc tend to move in the direction of PWTs, but fall somewhere between
them and arc dodging ships. PWTs (and friends) can hit foes outside of their firing arc, so they are at their best
trying to evade as many arcs as possible and firing from the sides or rear. Therefore, PWTs (and friends) are
good against arc dodging ships because the arc dodging ships cannot evade the PWTs attacks as effectively.
However, PWTs tend to wither against a jousting squad if/when caught in arc. Examples of these ships include
the YT-1300, YT-2400, VT-49 Decimator, K-wing, HWK-290 (with turret upgrades), Y-wing (with turret
upgrade), Firespray-31, YV-666, VCX-100, Attack Shuttle (with turret upgrades), JumpMaster 5000, TIE/sf
Fighter, ARC-170, Lancer-Class Pursuit Craft, TIE Aggressor (with turret upgrades), and Auzituck Gunship.
As an aside, the upgrade, Twin Laser Turret (TLT), operates a little differently than normal turrets. The TLT
on low PS ships typically grants the ship a reasonably high jousting value for a turret. This value is curbed by
the range 1 hole, lack of crit potential, and poor maneuverability of the ship that carries the TLT. Because of
this, TLT ships are great against PWTs that have poor jousting values (like the YT-1300, YT-2400, and
Decimator). TLT ships suffer even worse against joust lists than other PWTs because of the TLTs’ poor
maneuverability.

Arc Dodgers
Arc Dodgers are ships that have the barrel roll and/or the boost upgrade (having both is better) and tend to have
a high PS. These ships excel at eluding the arcs of jousting ships so that they do not even get attacked during the
Combat Phase. These ships tend to be worse against PWTs as their ability to dodge arcs is nullified by the turret
weapon. The upgrade card Autothrusters compensates for this natural weakness to turrets. The best arc dodgers
can perform multiple actions to both arc dodge AND modify their attacks. Arc dodgers also tend to have high
agility values paired with low hull/shield values. Because of their high agility and relatively lower hull and
shielding, these ships tend to be the go-to ships for a flanking role in a squad. Examples of these ships include
the TIE Interceptor, A-wing, E-wing, Starviper, Aggressor, TIE Advanced Prototype, Protectorate Starfighter,
and the TIE Striker.

Bombers
These ships excel at firing missiles, torpedoes, and/or bombs. While these ships are not naturally good against
any of the first three pillars, they are not poor against them either. With the wide selection of various ordnance
and bombs available, good bomber squads are toolbox lists capable to attacking all of the three other pillars.
The only real weakness of a bomber list is that sometimes the munitions that are chosen for a squad are
incorrect based on the matchup. In order for ordnance weapons to be worth firing, it usually requires a TL AND
a focus token before firing (or a mathematical equivalent). Examples of these ships include the TIE Bomber,
TIE Punisher, Firespray-31, K-wing, Scurrg H-6 Bomber, and to a lesser extent the Y-wing, B-wing, VCX-100,
Quadjumper, and any ship with the “Sabine Wren” crew.
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In regards to ordnance, this weapon type has different pros and cons. Ordnance usually hits harder than a
standard primary attack, and also ignores range bonuses, which makes ordnance attacks really powerful at range
3 (because the ordnance user will benefit from range 3 defense bonuses while the other ships will not).
Unfortunately, ordnance is usually difficult to fire (as most instances of ordnance require a TL), so higher PS
ships have an easier time firing ordnance than lower PS ships. Also, ordnance is usually overcosted for what it
does, so the upgrade cards “Extra Munitions” (if possible) and “Guidance Chips” or “Long-Range Scanners”
are recommended to make ordnance worth firing. Also, ordnance obviously has a limited amount of uses before
running out. Guidance Chips is stronger on higher PS ships that do not have a great difficulty in acquiring target
locks. Use Long-Range Scanners for lower PS ships that can struggle acquiring target locks normally.

In regards to bombs, there are two categories of this upgrade type: bombs and mines (yes, bombs are considered
a category of the bomb upgrade type). Bombs (the category) detonate at the end of the activation phase, and are
dropped when the ship reveals its maneuver dial. Therefore, bombs (the category) favor ships of higher PS as,
presumably, the rest of the enemy ships have moved, so it is easier to know whether the bomb will hit enemy
ship(s) upon detonating. In regards to mines, these are deployed as an action, so mines are dropped after
maneuvering. Therefore, mines favor lower PS ships, as presumably the enemy ships will not have maneuvered
before your mine carrying ship. Bombs (the upgrade type) are unique, as they directly bypass defense dice and
they also allow you to fire your weapons in the same round, so it like attacking twice in the same round.

New Ship Categorization


There is a new school of thought in regards to how to classify ships. While it definitely does not replace the
original three/four pillars, since the lines among those pillars have blurred in recent years, people are starting to
classify ships in three different categories that differ from the pillars. The difference here is that ships rarely
inherently have affinity towards any of these three categories, but through upgrade cards, they can be build
towards one of the three. Use this information in combination with your knowledge about the four pillars to
craft your squads effectively.

Damage
Ships that are built towards dealing exceptionally high damage fit into this category. Any ship that can inflict
more damage than it can sustain fits here.
Survivability
Ships that are built towards surviving long into the end-game fit into this category. These ships can typically
shrug off single attacks from ships. Regenerating ships, or ships with excessive token stacking fit here.
Control
These ships prioritize manipulating the opponent in some way other than by simply dealing damage. Effects
that stress, ionize, change how they maneuver or take actions, etc. all fit into this category.

The Rule of Eleven


The Rule of Eleven (RoE) is an oversimplified guideline for keeping an opponent at range 2-3 during the first
exchange of fire. Assuming both ships start off across from each other on opposite sides of the mat, the player
that desires to keep the combat in the range 2-3 can achieve that using the RoE (if ships are not in this exact
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location, estimation is needed to figure out the distance between the two ships). The RoE is difficult to explain
in detail via text, so watch this video: https://www.youtube.com/watch?v=HX6SOM7HR0I
The RoE can also be used to help ships that perform better at different range bands. Remember that this is an
oversimplified guideline. Different estimates need to be used against ships that can move farther, large base
ships, ships with boost/barrel roll, and if the ships start in opposite corners.
Obstacles
While often overlooked, obstacle choice AND placement is considered a quarter of the game’s skill (one quarter
goes to ship placement, another to squad building, and the last quarter is the actual piloting of the squad). Which
three obstacles to bring is one choice, and how to place them is another.

Obstacle Choice
Reasons to use Asteroids
-you have only a few ships
-your list is weak to swarms
-you anticipate a lot of turret ships
-your list uses ion weapons or tractor beam weapons
Reasons to use Debris Fields
-your list has Dash Rendar (pilot)
-your list inflicts stress
-you have ships that are less action dependent (like ships with Accuracy Corrector)
-you have a swarm list

Ultimately, you should try different asteroid configurations with your squads to see what works best for you.
Bigger and smaller obstacles are also a consideration as to which works better with your squad.
Obstacle Placement
Placement of obstacles should change drastically depending on your squad choice. Here are some example
squad types and what sort of placement you should make with your obstacles. Remember that these are
guidelines and not rules. Individual squad choices can change the optimal obstacle placement. Also, notice what
certain squads prefer to have for obstacle placement, so that you can counter their list.
Swarms
Swarms (jousters) hate obstacles because they interfere with their natural superior statistical combat advantage.
You want to place your three obstacles in three corners, two of which should be on opponent’s side. Usually
asteroids are more dangerous to swarm lists (although debris fields are bigger).

PTWs
Deploy obstacles similar to how you deploy for a swarm; you want to have a large open space in the middle of
the battlefield so your PTW can spin in the middle of it and cover the largest space on the mat. PTWs usually
prefer debris.
Arc Dodgers
Arc dodgers love obstacles, as they have the easiest time maneuvering around them. Try and cluster the largest
asteroids in the middle of the battlefield. Arc dodgers tend to like asteroids.
Bombers
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Ordnance carriers tend to dislike obstacles, and bomb carriers prefer them to clutter up their minefields.

“Some more advice on obstacles: you should think about where you want the action to take place. If you plan
on slow-playing your opponent, put them on your opponent's side. If you want to meet in the middle and use
them as cover after the primary engagement, put them in the middle. If your opponent has a less maneuverable
squad than you, put them on your side” (That One Guy, FFG forums).

Ship Placement
The starting location of your ships is a quarter of the game. As a player, you must
determine which squad is better at jousting the other. If you are better, you want to be
across from the other player and you should probably deploy the majority of your squad in
a corner, as it will allow for a better approach to the enemy squad, and protects your rear,
as the enemy squad cannot fly behind you (or they will flee the battlefield). If you are
unsure about which squad jousts better, you know the opponent jousts better, or you favor
a more conservative start, fanning your ships in the middle allows your squad flexibility.

Formation Flying
While not all squads like to fly in formation, many do, so it’s important to know how to do
this and how the opponent will do it as well. Since this is difficult to explain via text here
are some videos to help with this topic (I recommend watching them):
https://www.youtube.com/watch?v=p3OjjNUu1hA
https://www.youtube.com/watch?v=lK6Jr4z33Dw
Those two videos are very basic, but the diagrams to the left are some common formations
to use. These videos focus on the Pinwheel formation, which is a slightly worse formation
to use than the V-Staggered Formation. Of these four formations, the V-Stagger formation
is usually the best one to use, because EACH ship can select the SAME maneuver and not bump each other if
the ships are positioned correctly.

Target Priority
It is important to mention that it is best practice to try and destroy enemy ships by concentrating firepower from
multiple ships a turn. Trying to get multiple arcs on one target at a time, and destroying it reduces the total
amount of firepower the opponent has. Spreading out your attacks reduces their overall effectiveness. Also, if
you are uncertain as to which ship you should target, think about which ship you will be able to coordinate fire
against NEXT turn. As in many miniatures games, the player who gets enemy units off of the table faster tends
to win, as fewer enemy ships means fewer attack dice heading your way.

Flanking
Flanking is a tactic that splits your force into two (or more) distinct formations. The goal of flanking is to get
the enemy squad to engage one of your two groups, and then the unengaged group swoops in for the kill, as the
flanking ship(s) tries to flee. A good flanking tactic is to have 1 very powerful “lone wolf” ship fly to the side
and have a formation of weaker ships engage head on. The opponent is forced into a difficult decision, and may
direct his/her attacks poorly due to a well performed flanking maneuver. The best flanking ships are those that
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are able to adjust on the fly and are highly maneuverable, although flanking can be successful (but more
difficult) with more sluggish ships. You never know for sure which group your opponent will choose to attack,
so it is also important that your larger group of ships is capable of turning to attack the enemy should they
choose to attack the flanking ship.

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Complete Errata List
This section outlines some suggested changes which allow for a more balanced game (and allow for some
cards to be played whereas normally they are too underpowered to see play). These changes are accounted for
in the Suggested Squads sections of the guide Feel free to use all, some, or none of this section. This section is
PURELY an opinion as a way to play casual X-Wing. ☺ Errata listed in red indicated errata that is official.

Ships and Ship Specific Titles/Modifications (Also found in the individual ship’s description)

T-65 X-wing: Reduce the point costs of all pilots by 1. Biggs Darklighter’s ability reads: “Once per game, at
the start of the Combat Phase, you may choose that until the end of the round, other friendly ships at Range 1
cannot be targeted by attacks if that attacker could target you instead.” Red Squadron Pilot gains an EPT.
Y-wing: Reduce the point cost of a Y-wing by 2 if it does not have a turret upgrade equipped. Horton Salm
gains an EPT.
A-wing: All unique pilots without an EPT gain an EPT.
B-wing: Reduce the costs of Nera Dantrels by 1, the cost of Ibtisam by 2, the cost of Keyan Farlander by 1,
and Ten Numb by 3. The B-Wing/E2 modification upgrade gains the following text: Reduce the cost of an
equipped crew upgrade by 2 (to a minimum of zero).
E-wing: If the E-Wing is equipped with an R7 series astromech droid (any astromech with “R7” in its name),
the ship gains the tech upgrade slot. If the ship has both an astromech droid upgrade and a tech upgrade
equipped, reduce the point cost of the ship by 4. Blackmoon Squadron Pilot gains an EPT.
YT-2400: Reduce the point costs of all pilots by 1 without the Outrider title equipped.
TIE Advanced: Increase the point cost of Darth Vader by 1.
Firespray-31: Reduce the costs of all pilots by 1. Krassis Trelix may reroll up to 2 dice for his ability instead of
1.
TIE Interceptor: All unique pilots without an EPT gain 1 EPT upgrade slot. Lieutenant Lorrir’s ability does
not cause stress.
TIE Bomber: Reduce the point cost of Major Rhymer to 23.
Lambda-Class Shuttle: Reduce the cost of the ST-321 title to 1.
TIE Defender: The TIE/x7 title has a cost of 0. TIE/x7’s second sentence should read: “After executing a 3-,
4-, or 5-speed maneuver, if you did not overlap an obstacle or ship, you may perform a free evade action.”
TIE Punisher: All TIE Punishers gain the following rules text: “When deployed, place an ordnance token on
each bomb upgrade card equipped to a TIE Punisher (same rules as Extra Munitions). When a TIE Punisher is
attacking with a torpedo or missile upgrade card that normally discards itself to attack, roll 1 additional die.”
TIE Advanced Prototype: Reduce the cost of Baron of the Empire and Valen Rudor by 1.
Lancer-Class Pursuit Craft: If the mobile firing arc is not forward, primary weapon attacks cannot be used out
of the primary firing arc.
M3-A Interceptor: The “Heavy Scyk” Interceptor title upgrade adds 1 hull value in addition to the rest of its
text. Laetin A’Shera gains an EPT.
Kihraxz Fighter: Graz the Hunter gains an EPT.
G-1A Starfighter: Reduce the cost of the Mist Hunter title to -1.
Jumpmaster 5000: Increase the point costs of all pilots without the Punishing One title equipped, by 2.
Change Dengar’s ability to: “Once per round after defending, if the attacker is inside your firing arc, if Dengar

12
is not stressed, you may receive one stress token to perform an attack against that ship. Manaroo’s text should
read: “At the start of the Combat Phase, you may assign all focus, evade, and target lock tokens assigned to you
to another friendly ship at range 1.

Non-Title Upgrades (Also found in the upgrade’s description)


Advanced Homing Missiles: Reduce the point cost to 1.
Advanced Proton Torpedoes: Reduce the point cost to 3.
Advanced SLAM: After dropping at least one bomb using the free action provided by the free action on
Advanced SLAM, receive one stress token.
ARC Caster: If the attack hits, you MAY choose 1 other ship at Range 1 of the defender to suffer 1 damage,
instead of requiring you to do so.
Autoblaster: Reduce the point cost to 2.
Autothrusters: Change all the text to “When defending, if you are beyond range 3 or outside the attacker’s
firing arc, you may change 1 of your blank results to an [evade] result.”
Attanni Mindlink: It’s text gains: “Limit 2 per squad.”
Bodyguard: Reduce the point cost to 1.
Bomblet Generator: The reference card reads: “When this token detonates, each ship at Range 1 of the token
rolls 2 attack dice and suffers each [regular] damage rolled. Then, discard this token.” Also, increase the point
cost to 4.
Cade Bane: He does not grant an additional bomb upgrade slot.
Cluster Mines: When one of these tokens detonates, the ship that moved through or overlapped the token rolls
two attack dice and suffers 1 damage for each [regular damage] and [critical damage] rolled. Then, discard that
token.
Dead Man’s Switch: Reduce the point cost to 1.
Deadeye: Small ship only.
Emperor Palpatine: This card should read: “Imperial Only. Once per round, before a friendly ship rolls dice,
you may name a die result. After rolling, you must change 1 of its dice results to the named result. That die
result cannot be modified again.”
Expose: Reduce the point cost to 1.
Genius: Genius cannot be used during a round if the ship equipped with it overlapped an obstacle or another
ship that round.
Guidance Chips: Ships equipped with the “Alliance Overhaul” or “Special Ops Training” titles are considered
to have a primary weapon value of 3 for the purposes of Guidance Chip’s effect.
Ion Torpedoes: If the attack hits, the defender receives 2 ion tokens, instead of 1.
I’ll Show You the Dark Side: Change the start of the second paragraph of “I’ll Show You the Dark Side” card
to: “Starting the turn after this card is assigned, when you suffer…”
Leia Organa: Reduce the point cost to 2.
Outmaneuver: Reduce the point cost to 2.
Proximity Mines: When resolving a proximity mine detonation, if the mine would deal 0 damage, deal 2
regular damage instead.

13
R5-K6: has the following rules text instead: “After you perform an attack, if you spent a target lock this phase,
you may acquire a target lock on the defender.”
Saboteur: Reduce the point cost to 0.
Sabine Wren: Sabine Wren has “Rebel and Imperial only” in her effect. Sabine Wren does not grant an
additional bomb upgrade slot. The additional damage that Sabine can cause can only affect ships that were hit
by the bomb (even if the bomb did not deal damage).
Tactician: Gains: “Limited.”
Targeting Computer: Reduce the point cost to 1.
Twin Laser Turret: Increase the point cost to 7, unless it is equipped to a K-wing.
Zuckuss: This card should read: “Scum Only. When attacking, if you are not stressed, you may receive any
number of stress tokens to choose an equal number of defense dice. The defender must reroll those dice.”

Rules
Squad Building: If a squad has 2 ships, it has 1 fewer squad point to build with. If a squad has 4 or more ships,
it has 1 more squad point to build with.

Primary Weapon Turrets: A ship firing with a primary weapon out of arc does NOT gain the range 1 attack
dice bonus.

Boost: Boost for large base ships is changed. When boosting straight, use the 4-forward template. Place the
template along either side of the base and have the back of the template line up with the back of the ship. Then,
slide the ship forward along the side of the template until the front of the ship lines up with the edge of the front
of the template.
For a bank boost, use the 1 bank, as normal, but place the template on the far outside of the ship’s front in its
normal orientation (not in the ship’s guides). The outside edge of the template should be lined up with the
outside edge of the ship. Then, pick up the ship and place it so that the back, outside edge of the ship lines up
with the front of the template.

Stress: If a ship has 3 or more stress tokens, all of the white maneuvers on its dial become red maneuvers
(Tycho Celchu and Drea Renthall ignore this rule). At the end of the End Phase, if a ship has 5 or more stress
tokens, it receives 1 damage (Tycho Celchu and Drea Renthall ignore this rule)..

Illegal Maneuver: If a ship reveals its dial, but it cannot legally execute the maneuver (for example, if the ship
is stressed, but the maneuver is red), follow these rules to execute a different, legal maneuver:
1) If the revealed, illegal maneuver has a legal maneuver of the same speed adjacent to it, execute that
adjacent maneuver. These maneuvers are considered to be adjacent, in order: Talon roll/Segnor’s Loop,
turn, bank, and straight. If there is not a legal adjacent maneuver, proceed to step #2.
2) If there is not a legal adjacent maneuver from step #1, then find an identical maneuver at 1 lower speed.
If that maneuver is a legal maneuver, execute that maneuver. If there is not a legal maneuver found this
way, proceed to step #3.
3) Keep repeat steps #1 and #2, but increase the distance searched from the initial illegal maneuver by 1
each time. So when repeating step #2, move 1 additional distance per repeat along that new speed
according to this order: Talon roll/Segnor’s Loop, turn, bank, and straight. If you ever cannot reduce
speed any more, then increase speed by 1 (relevant for 0-Speed maneuvers).
*NOTE: If there is ever a tie for distance/adjacency in one of the steps, the controller of the ship chooses
which maneuver to execute.
14
Ship Breakdown
This section will evaluate each ship’s strengths, weaknesses, flying strategies, and suggested upgrades and
squads. There are DEFINITELY upgrades that can be played on ships that are not located in the “Suggested
Upgrades” section and the sample squads are just there to help you get started. Do not let this guide pigeon hole
your list building. Instead use it as a starting point to get a general idea as to how each ship functions in the
game. This section is organized by faction and release date. Also, when applicable, some ships have suggested
errata (rule changes) in italics for CASUAL GAMES ONLY. Following the errata will be a brief description of
how the errata affects the ship for the better of the game. These errata are also found at the end of the guide.
Errata listed in red indicated errata that is official by FFG.

Imperial Faction
The Navy tends to focus on ships with high agility, maneuverability, and efficiency while sacrificing shields
and attack power. Imperial effects and upgrades tend to focus on the aggressive, offensive aspects of the game
such as Target Locking. Imperial squads tend to stress formation flying more than other factions.

TIE Fighter

Base Size: small

The TIE fighter is tied (pun) for the most efficient ship in the game. The maneuver dial is very good, having all six turn
maneuvers, but the TIE cannot move very slowly, as it lacks the 1 forward and 1 banks. The Academy Pilot is a very
popular choice when flying an Imperial Swarm list. The TIE fighter is best flown in formation in high numbers. The
Obsidian Squadron Pilot is effective in 7-8 TIE swarm lists to vary the PS. The Black Squadron Pilot is effective as he can
use his Elite Pilot Talent (EPT) to great effect. Generic TIE Fighters rarely deserve any upgrades, although the Black
Squadron Pilot has a few options for effective EPTs.

15
Ship Specific Upgrades: [none]
Suggested Generic Upgrades:

An alternative to a Black Squadron Pilot, Chaser sacrifices PS and an EPT for an


ability. His ability is best utilized when other ships around him have higher PS (so
they spend their focus token before Chaser would), OR if a nearby ship is a better
target than Chaser.
Suggested Upgrades: [none]

Wampa is another alternative to Black Squadron Pilot, and he is a strong choice.


While it is difficult to modify his dice to achieve the desired critical hit result, just by
himself, his ability is strong enough to warrant play, punching through highly
defensive ships. Wampa paints a target on himself when playing against high agility
aces, so the rest of your squad should compensate for this.
Suggested Upgrades: [none]

16
Night Best is a competent TIE pilot. He does fine working his way into swarm lists as
a flanker or as a way to fill points in a squad. Getting a free focus allows him to
choose a different action as well.
Suggested Upgrades:

Winged Gundark is a poor pilot. He can gain some utility against low agility targets
with low shields, but usually there is a better way to spend the points (Like on Night
Beast).
Suggested Upgrades: [none]

Backstabber is a solid TIE pilot. He is best used as a flanker for your squad, as he
gains an additional attack die for avoiding enemy firing arcs. His only downside is his
lack of an EPT.
Suggested Upgrades: [none]

17
Dark Curse is a fearsome and elusive TIE Fighter pilot. He works well as a flanker or
as a compliment to a small strike force of different ships. His ability usually
dissuades the opponent from even targeting him, so he often lasts into the late
game.
Suggested Upgrades: [none]

While Youngster’s ability may seem strong, the lack of powerful Action EPTs
hampers his usefulness. If more powerful Action EPTs come out, Youngster may see
his time to shine.
Suggested Upgrades:

Mithel is a good pilot. He is effective at fighting toe-to-toe with more expensive


ships, as his attack is boosted at range one. He is at his best when he is outside of
enemy arcs, as being in range 1 greatly decreases his life span.
Suggested Upgrades:

18
Scourge is a strong pilot that compensates well for the TIE Fighter’s low attack stat.
He pairs well with cards that inflict damage cards such as Wampa, Advanced
Homing Missiles, and Proton Bombs.
Suggested Upgrades:

Howlrunner is the most popular and effective named TIE pilot. She is very good at
leading a swarm for 6-7 TIEs in tight formation as her ability will trigger on all of
them. Since she is a desirable target, sometimes it is best to use her evade action
even when she has a shot, just to help protect her a little more. Her upgrades
should be defensive in nature.
Suggested Upgrades:

19
Sample Squads
This squad flies in a 7 TIE Fighter swarm formation. This is THE joust list.
TIE Swarm: 98 pts.
Point your swarm and shoot. Flying a swarm is a fundamental skill of X-
4x Academy Pilot Wing, so every player should try this list (or a variation of it) at least once
2x Obsidian Squadron Pilot to get the feel for it. This list crushes turret lists and does well against
1x “Howlrunner” other jousters. Beware the arc dodgers. Try this list with cutting
Shield Upgrade Elusiveness for Swarm Leader.
Swarm Leader

Soontir and Friends: 98 pts. This squad combines the jousting efficiency of 4 TIEs with the arc
1x Soontir Fel (TIE Interceptor) dodging prowess of Soontir. Fly the 4 TIEs in a pinwheel formation and
Push the Limit have Soontir act as flanker.
Royal Guard TIE
Autothrusters
Stealth Device
1x “Howlrunner”
Swarm Tactics
Shield Upgrade
2x Academy Pilot
1x Black Squadron Pilot
Swarm Tactics

With this list, send Krassis as a makeshift jouster, and have Dark Curse
3 Ship Imperial: 99 pts.
1x Dark Curse and Darth Vader act as flankers.
1x Krassis Trelix (Firespray-31)
Heavy Laser Cannon
Recon Specialist
Slave-I
Long Range Scanners
1x Darth Vader (TIE Advanced)
TIE/x1
Outmaneuver
Engine Upgrade
Adv. Targeting Computer

20
TIE Advanced

Base Size: small

The TIE Advanced is a unique ship, in that its title allows it to equip a sensor upgrade at reduced cost. There are multiple
effective options to choose from. Accuracy Corrector (AC) is the most obvious and popular choice, as it allows the TIE
Advanced to use its actions either positionally or defensively. Fire-Control System (FCS) is another option that performs
better at punching through agility 3+ targets than AC does at range 1, but it leaves the TIE Advanced more vulnerable
defensively, and is less effective at ranges 2-3. Advanced Targeting Computer and to a lesser degree, Advanced Sensors,
are both effective upgrades on higher PS pilots. Finally, to get the best in defensive performance, the sensor jammer
works very well at buffing the survivability of the TIE Advanced. The TIE Advanced tends to prefer the range 3 band and
it has an average dial. Of the two generic pilots, the Tempest Squadron Pilot is usually the most cost effective choice, but
the Storm Squadron Pilot performs much better against lower PS targets.
Ship Specific Upgrades:

21
Suggested Generic Upgrades:

+AC

Colzet is not lighting the world on fire, but he can be a good choice instead of a
Storm Squadron Pilot. He is an end game pilot, so the rest of your squad should be
equipped to be more threatening than he is.
Suggested Upgrades:

Alozen, as a midling PS pilot has a hard time equipping the correct EPT for the
situation. His ability contradicts the TIE advanced desire to sit at range 3 as much as
possible. There are a wide variety of upgrades that can make him more effective,
but nothing fits him perfectly.
Suggested Upgrades:

22
Strom is a deceptively powerful pilot. He is best utilized as a flanking ship in
conjunction with a jousting component of your squad. When the Jousting portion of
your list gets within range one of the enemy, Strom can swoop in and make the
range 1 exchange very one sided.
Suggested Upgrades:

Maarek Stele is an elite pilot whose pilot ability perfectly lends itself to the ATC. Use
him as the ace of your squad and try and target ships that would suffer the most
from critical damage.
Suggested Upgrades:

23
Juno pushes the physical limitations of her TIE Advanced and can perform
maneuvers that do not even appear on her maneuver dial. Because of this, she
becomes an excellent knife fighter and reactionary arc dodger.
Suggested Upgrades:

24
The Dark Lord himself, Darth Vader has one of the best pilot abilities in the game.
He is a fearsome and adaptable pilot and usually requires the attention of the entire
enemy squad to defeat.
Errata: Increase Darth Vader’s cost to 30. This cost increase accounts for his
exceptional pilot ability and creates insentive to pilot other higher PS TIE Advanced.
Suggested Upgrades:

Sample Squads
This list unleashes a terrible barrage of attack dice with ordnance, and
Big Ship Smasha’: 99 pts.
has staying power due to the AC + evade actions.
4x Tempest Squadron Pilot
TIE/x1
Accuracy Corrector
Cluster Missiles
Guidance Chips

Strom Bringer: 100 pts. Fly Strom as a flanker to the TIE swarm and send Strom into range 1
4x Academy Pilots (TIE Fighter) when the swarm is at range 1 with the enemy.
1x “Howlrunner”
Determination
1x Zerik Strom
Predator
Engine Upgrade
TIE/x1
Accuracy Corrector
XX-23 Thread Tracers 25
9-9-9: 100 pts. The triple ace arc dodger list! The list arc dodges better than most.
1x Darth Vader
TIE/x1
Adv. Targeting Computer
Engine Upgrade
Outmaneuver
1x Soontir Fel (TIE Interceptor)
Push the Limit
Royal Guard TIE
Autothrusters
Stealth Device
1x Turr Phennir (TIE Interceptor)
Veteran Instincts
Autothrusters

26
TIE Interceptor

Base Size: small

The TIE Interceptor is the definition of a glass cannon. It hits very hard, but also is
easily destroyed. The TIE Interceptor is one of the few ships with both boost and
barrel roll, so it is one of (if not THE) best arc dodgers in the game. Interceptors are
not very customizable, at least at lower pilot skills. High PS ships have access to the
Royal Guard TIE title upgrade, which allows the TIE to equip an additional
modification. Also, the Royal Guard Pilot is tied for the highest PS ship in the game
that is not a unique pilot. Alpha Squadron Pilots are very effective blockers, while
Saber Squadron Pilots and Royal Guard Pilots can equip the extremely valuable Elite
Pilot Talent (EPT). The Avenger Squadron Pilot is a fringe pilot, as it is only worth it
against very specific matchups. The TIE Interceptor’s dial is one of the best in the
game, making it extremely maneuverable. Lastly, the TIE interceptor should strongly
consider the Autothrusters upgrade, as it helps with its survivability against its
greatest weakness: turret weapons.

27
Ship Specific Upgrades:

Suggested Generic Upgrades:

Fel’s Wrath is a poor pilot. His ability is quite poor. He is not really worth it over a
Royal Guard Pilot.
Errata: “Fel’s Wrath” gains an EPT. Higher PS TIE Interceptors need an EPT to be
effective.
Suggested Upgrades:

28
Lorrir is a very shifty pilot. He is effective against low PS generics. Errata: Lieutenant
Lorrir gains an EPT and his ability does not cause stress. Higher PS TIE Interceptors
need an EPT to be effective. He is actually a solid pilot with Push the Limit.
Suggested Upgrades:

Kir Kanos is the best of the named TIE Interceptors so far though. His ability actually
hits harder than a focus action. The trick is to make Kanos the least desirable target
of your squad, so the opponent ignores him.
Errata: Kir Kanos gains an EPT. Higher PS TIE Interceptors need an EPT to be
effective. He is actually a solid pilot with Push the Limit.
Suggested Upgrades:

Tetran is an interesting pilot. Being able to pick the optimal K-Turn is a useful ability,
and he is one of the few ships in the game that can do a 1 speed K-Turn. The issue is
that most of the time, Interceptors would rather just do a hard turn and then
boost/barrel roll to turn around. At least he has an EPT.
Suggested Upgrades:

29
Turr’s ability allows him to shoot a lower PS enemy and then immediately boost or
barrel roll out of the defender’s arc, so Turr does not get shot by return fire. It’s
important to remember that if you do a barrel roll or boost action during the
Activation Phase, he won’t be able to do that same action during the Combat Phase.
Suggested Upgrades:

While the TIE Interceptor is lacking a bit in the middle PS range, they excel at the
top. Carnor Jax is a vicious TIE to play against. He excels at range 1, and can ruin
entire lists that are action dependent.
Suggested Upgrades:

30
The Barron Fel himself, Soontir is a fearsome pilot. As of the few PS 9 pilots in the
game, his ace status does not disappoint. When people think of arc dodging ships,
Soontir is usually regarded as the best one. Remember that Fel basically has a 3
point Push the Limit tax, as not putting it on him is foolhardy.
Suggested Upgrades:

Sample Squads
This squad is simple but it can be effective. This list can teach the basics for how
TIE Interceptor Swarm: 99 pts. hard TIE Interceptors hit, but also how frail they are. Consider Saber Squadron
4x Royal Guard Pilot
Pilots with the Twin Ion Engine Mk. II upgrade.
Push the Limit

Turr Fennir’s Barons: 100 pts. This list boasts some powerful alpha strike potential, while also have a
1x Turr Fennir late game ace. Use The TIE Bomber as a way to control enemy aces.
Veteran Instincts
Royal Guard TIE
Autothrusters
2x Baron of the Empire (TIE Adv. Prototype)
Push the Limit
TIE/v1
Concussion Missiles
Guidance Chips
1x Scimitar Squadron Pilot (TIE Bomber)
TIE Shuttle
Tactician
Darth Vader/Rebel Captive
31
1-10 TIE Swarm: 99 pts. This is a powerful TIE swarm. Use Carnor Jax as a flanker to disrupt
1x Carnor Jax enemy actions right when the rest of the swarm moves in.
Push the Limit
Royal Guard TIE
Autothursters
Twin Ion Engine Mk. II
1x “Howlrunner” (TIE Fighter)
Trick Shot
1x “Wampa” (TIE Fighter)
3x Academy Pilot (TIE Fighter)

32
Firespray-31

Base Size: large (axillary rear firing arc)


While not really a turret, the Firespray has a rear firing arc, which is treated as a
primary firing arc (but it cannot fire secondary weapons from it). This rear arc makes
the Firespray a unique ship, somewhere between a jouster and a turret ship, so it is
difficult to classify. Its upgrades allow for a lot of customizing and there are a lot of
ways to bring a Firespray into an imperial squad. In order for a Firespray to be
effective, it needs to avoid as many enemy arcs as possible, so its rear arc remains
relevant long into the end game.
Errata: Reduce the costs of all pilots by 1. Firesprays are a little overcosted, so this
brings their cost in line more with the newer ships.
Ship Specific Upgrades:

Suggested Generic Upgrades:

33
Krassis is arguably the strongest Imperial named Firespray pilot. His power comes
from repeatedly using a canon upgrade. Try and fly Krassis in such a manner so that
he dodges as much fire as possible and survives late into the game.
Errata: Krassis Trelix may reroll up to 2 dice when attacking with a secondary
weapon. This keeps his ability up to par with similar abilities on newer pilots.
Suggested Upgrades:

Kath is an average pilot. Her ability is fine, but it is a little underpowered. There are
upgrades to make use of her ability though.
Suggested Upgrades:

34
While often underappreciated, Boba can be an effective elite arc dodging pilot. With
Navigator, Fett becomes Fettigator and can do any bank maneuver after revealing
his dial. (Outmaneuver works out of his auxiliary arc)
Suggested Upgrades:

Sample Squads

Triple Bounty Hunter: 100 pts.


Efficient and effective; fly them as arc dodgers, and do not be afraid
2x Bounty Hunter
to retreat a wounded firespray.
Tail Gunner
1x Bounty Hunter
Slave-I
Saboteur
Long Range Scanners

The Big Three: 100 pts.


This list hits extremely hard. Use the Omnicron and Bounty Hunter as
1x Omicron Group Pilot (Lambda-Class
your main force, with Whisper to flank.
Shuttle)
Darth Vader
Saboteur
1x Whisper (TIE Phantom)
Veteran Instincts
Advanced Cloaking Device
Agent Kallus
1x Bounty Hunter
Gunner
Slave I
Long-Range Scanners

Two Ship Heavies: 100 pts. Smash the opposition with Oicunn and use Krassis to hit the enemy
1x Krassis Trelix from afar.
Heavy Laser Cannon
Tail Gunner
Slave-I
Long Range Scanner
1x Captain Oicunn (VT-49 Decimator)
Gunner
Darth Vader 35
Saboteur
Dauntless
Predator
TIE Bomber

Base Size: small

The TIE Bomber is a cheap ordnance platform that is designed to launch torpedoes, missiles, and bombs. Of the three
generic pilots, the Scimitar is most useful to massed torpedo/missile volleys and/or bomb deployment. The Gamma
Squadron Veterans can be much more frightening when their EPT is utilized effectively (Crackshot is a great choice with
munitions). These munitions hit harder than normal weapons, at the cost of ease of use. By default, these kinds of
weapons are slightly over-costed, so measures must be taken into account to off-set these natural disadvantages. Make
sure to take advantage of the Extra Munitions upgrade to off-set the high cost of munitions and to use either Guidance
Chips or Long-Range Scanners to most effectively utilize those weapons. TIE Bombers do not need to ordnance or bombs
to be effective though. The low PS TIE Bombers are efficient jousters, and flown in high numbers showcase an
impressive amount of health. In addition, the TIE Shuttle title completely alters the configuration of the TIE Bomber’s
upgrade bar, allowing the ship to serve a completely different roll in a squad. Darth Vader, Mara Jade, and Tactician are
all great choices when fielding a TIE Shuttle.
Ship Specific Upgrades:

36
Suggested Generic Upgrades:

Deathfire is an excellent pilot for deploying mines. He is a very cheap platform for
mine deployment, and he can threaten much more expensive ships, especially aces.
Suggested Upgrades:

Jonus is the first of two named TIE Bomber pilots. His ability works best when paired
with a bunch of other munitions carriers flying in formation.
Suggested Upgrades:

37
Major Rhymer provides much more utility to munitions. Unlike Jonus, Rhymer does
not need other bombers to shine. Just make sure that he stays alive long enough to
fire all of his munitions.
Errata: Reduce Major Rhymer’s cost to 23. He is overcosted by about 3 points.
Suggested Upgrades:

Tomax Bren is a versatile powerhouse. His ability allows for a variety of build types
depending on which EPT upgrade card he uses. While Crack Shot is the most
popular EPT for Tomax Bren, it is definitely not the only option. Include Homing
Missiles and Crack Shot to the suggested upgrades list.
Suggested Upgrades:

Sample Squads
Major Stridan helps paint targets for the two TIE Bombers so they can
First Order First Strike: 100 pts. easily fire their missiles. Use Backstabber as a strong flanker.
1x Major Stridan (Upsilon-Class Shuttle)
Targeting Synchronizer
Weapons Engineer
Fire-Control System
2x Scimitar Squadron Pilot
Extra Munitions
Concussion Missiles
Guidance Chips
1x Backstabber (TIE Fighter)
Twin Ion Engine Mk. II
38
“Deathfire” proves to be a formidable menace to aces, while the
Featuring Deathfire: 99 pts.
1x “Deathfire” other three ships can punish low PS ships.
Extra Munitions
Cluster Mines
Long-Range Scanners
Homing Missiles
1x “Backdraft” (TIE/sf Fighter)
Outmaneuver
Special Ops Training
Collision Detector
Sensor Cluster
Twin Ion Mk. II
1x “Zeta Leader” (TIE/fo Fighter)
Wired
Comm Relay
Twin Ion Engine Mk. II
1x “Wampa” (TIE Fighter)

TIE Shuttle Swarm: 100 pts. This list, while definitely formidable on its own, showcases some of
3x TIE Bomber the strongest varieties of TIE Shuttles that can add some control
TIE Shuttle elements to a squad.
Tactician
Saboteur
1x TIE Bomber
TIE Shuttle
Darth Vader
Rebel Captive
Hull Upgrade
1x TIE Bomber
TIE Shuttle
Tactician
Mara Jade
Twin Ion Engine Mk. II

39
Lambda-Class Shuttle

Base Size: large


The Lambda (or Space Cow) is one of the Imperial support ships. It is similar to the
Rebel U-wing and Imperial Upsilon-Class Shuttle, but it is cheaper and less
maneuverable. It is incredibly cheap for its stat line but its obvious glaring weakness
is its horrible maneuver dial. In order to successfully utilize the Imperial Shuttle,
pilots must be sure to fly with careful precision, as there is no room for error. While
its dial is poor, the Lambda is one of the few ships with a “zero” maneuver, which
can often catch enemies off guard. The Shuttle is often used
as a support ship, and the unique pilots highlight that
ability. The unique title for the Lambda can assist munitions
builds.
Errata: The cost of ST-321 title is reduced to 1. This is to
align the cost of the title more with Long-Range Sensors,
and giving some incentive to trying this title with Colonel
Jendon.
Ship Specific Upgrades:
Suggested Generic Upgrades:

40
Captain Yorr seems to be an underwhelming pilot, but he is very useful at keeping
ships vulnerable to stress, stress-free.
Suggested Upgrades:

Jendon is not a very commonly used pilot, but he has a place in an ordnance-heavy
squad.
Suggested Upgrades:

Kagi is an underperforming ship. He is a pilot who is a silver bullet against TL heavy


lists especially when equipped with sensor jammer. He works well with other ships
who deny the benefits of focus (such as Carnor Jax).
Suggested Upgrades:

41
Sample Squads
The Doom Shuttle can unleash withering firepower on an opponent.
The Doom Shuttle: 100 pts.
The key to a strong Doom Shuttle is making the rest of the list as scary
1x Omicron Group Pilot
Darth Vader as it is. The Doom Shuttle can swap Engine Upgrade for Gunner, or
Collision Detector not run either for maximum efficiency.
Engine Upgrade
Saboteur
1x “Pure Sabacc” (TIE Striker)
Adaptive Ailerons
Lightweight Frame
Predator
1x “Whisper” (TIE Phantom)
Veteran Instincts
Sensor Jammer
Hot-Shot Copilot
Advanced Cloaking Device

Palp Aces: 100 pts. This list leverages the power of Emperor Palpatine to protect the
1x Omicron Group Pilot potentially fragile aces.
Emperor Palpatine
Ion Projector
Collision Detector
1x Darth Vader (TIE Advanced)
TIE/x1
Predator
Advanced Targeting Computer
1x Soontir Fel (TIE Interceptor)
Royal Guard TIE
Push the Limit
Autothrusters
Stealth Device

A different take on the Palp Aces list before, this one utilizes two
Palp Aces 2: 100 pts.
1x Captain Yorr different ships.
Emperor Palpatine
Collision Detector
1x “Whisper” (TIE Phantom)
Advanced Cloaking Device
Intelligence Agent
Veteran Instincts
Collision Detector
1x The Inquisitor (TIE Advanced Prototype)
Juke
Autothrusters
TIE/v1

42
TIE Defender

Base Size: small

The TIE Defender is the Imperial Navy’s most powerful TIE variant. With high speed, firepower, resiliency, and agility, the
TIE Defender is a true terror in dogfighting combat. The TIE Defender is the only small base ship with a white K-Turn,
which allows it to loop back and forth. While the white K-Turn offers the Defender a powerful maneuvering option, the
rest of its dial is somewhat limiting for a ship of its caliber. The TIE Defender has two options for titles, and due to the
high cost of the base Defender, using a title is a necessary. The TIE/x7 title is the more consistent option, as the
survivability of the ship is greatly increased as long as the Defender maintains a high speed. However, the TIE/x7
removes some of the customizability of the Defender’s upgrade bar. The TIE/D radically amps up the firepower of the TIE
Defender and making it capable of utilizing a control element. The TIE/D is higher risk, but higher reward in comparison
to the TIE/x7. Generally, use the TIE/x7 if the Defender is the most threatening ship in your list. Use the TIE/D if the
other ships in your list deserve more respect from the opponent, or if you want to combine multiple control elements
into your list, such as multiple Defenders with TIE/D.
Errata: The TIE/x7 title has its cost changed to 0. TIE/x7’s second sentence should read: “After executing a 3-, 4-, or 5-
speed maneuver, if you did not overlap an obstacle or ship, you may perform a free evade action.”

43
Ship Specific Upgrades:

Suggested Generic Upgrades:

Countess Ryad is the most maneuverable of the TIE Defender pilots. She is also the
only pilot in the game currently to have FIVE GREEN K-Turns. The versatility of her
maneuverability makes her a very strong pilot.
Suggested Upgrades:

44
Colonel Vessery is a very good TIE Defender pilot. If your squad has another ship or
two that naturally acquires target locks, Vessery can prove quite capable.
Suggested Upgrades:

Maarek Stele is an interesting pilot, as his ability is not very overwhelming, but he is
well costed for his pilot skill. He can be a solid choice, but it can be difficult to
effectively utilize his ability without sacrificing his firepower.
Suggested Upgrades:

Rexler Brath is often chosen mostly due to his PS over his ability. It is difficult to
make his effect consistent, but when it works, it can be absolutely devastating.
Suggested Upgrades:

45
Sample Squads
Use the ion control and your white K-Turn to get behind enemy ships.
Triple Defenders: 99 pts. The Delta Squadron Pilots are also great blockers.
3x Delta Squadron Pilot
TIE/D
Ion Cannon

Featuring Colonel Vessery: 100 pts. Vessery is an absolute monster in this list, as he can dish out
1x Colonel Vessery tremendous damage very quickly, while also controlling the
TIE/D opponent’s positioning with the tractor beam. Use the Aggressors to
Ion Cannon skirt the outer rim of the battlefield and pepper the opponent from a
Ruthlessness distance.
Twin Ion Engine Mk. II
1x Sienar Specialist (TIE Aggressor)
Twin Laser Turret
Lightweight Frame
1x Lieutenant Kestal (TIE Aggressor)
Twin Laser Turret
Crack Shot
Lightweight Frame

Use Tomax Bren as a battering ram to smash the opponent head on


Featuring Countess Ryad: 100 pts.
1x Countess Ryad while your other two ships flank from the sides.
TIE/x7
Push the Limit
Twin Ion Engine Mk II
1x Juno Eclipse (TIE Advanced)
TIE/x1
Juke
Accuracy Corrector
1x Tomax Bren (TIE Bomber)
Crackshot
Homing Missiles
Extra Munitions
Guidance Chips

46
TIE Phantom

Base Size: small


(Purple dependent on upgrades)

The TIE Phantom is one of the most unique ships in the game. It places a high priority on high PS using the cloak action
with Advanced Cloaking Device (ACD). Cloak allows for unparalleled movement at the beginning of the Activation Phase.
The Phantom is very difficult to pilot as well, as any slight misjudgment in flying can result in its demise. Also, the
Phantom is one of the few ships with 4 attack dice, pushing its offensive abilities beyond what most ships’ agility dice
can withstand. Due to its reliance on its ability to cloak after attacking, the Phantom relies heavily on its agility dice to
survive, making its survivability somewhat inconsistent. Lower PS TIE Phantom pilots may choose to rely on the Stigium
Particle Accelerator for added resiliency. IF the Phantom can utilize these two cards effectively, their jousting ability
skyrockets, but without those abilities, their jousting ranking is modest. The most fearsome TIE Phantom pilots are the
unique ones, equipped with the Veteran Instincts upgrade and ACD.
Ship Specific Upgrades:

47
Suggested Generic Upgrades:

Echo is a fantastic pilot. Her decloaking ability allows her to maintain her firing arc
on the enemy while dodging their arc.
Suggested Upgrades:

Whisper’s ability performs better against her most hated foe, the PWT, as the focus
token can be used for defense with her high agility (due to her ACD cloak). She is a
very strong pilot, when piloted well.
Suggested Upgrades:

48
Sample Squads
This list jousts reasonably well, and unleashes a terrible amount of
Unleash the Phantoms: 99 pts
attack dice. Use the cloak action for positioning as necessary.
4x Sigma Squadron Pilot
Collision Detector
Saboteur

Double Phantoms: 99 pts. Two Phantoms for twice the decloaking shenanigan fun. Just hope you
1x “Echo” do not face off against enemy PWTs.
Recon Specialist
Advanced Cloaking Device
Veteran Instincts
Sensor Jammer
1x “Whisper”
Intelligence Agent
Advanced Cloaking Device
Veteran Instincts
Sensor Jammer
1x Black Squadron Pilot (TIE Fighter)
Draw Their Fire

Use Whisper as your end-game ace while you harass your opponent
Kallus’s Strike Force: 100 pts.
with shifty, hard-hitting TIE Strikers. Use the TIE Fighter as a blocker.
1x “Whisper”
Veteran Instincts
Advanced Cloaking Device
Agent Kallus
Fire-Control System
1x “Wampa” (TIE Fighter)
2x Black Squadron Scout (TIE Striker)
Adaptive Ailerons
Crack Shot
Lightweight Frame

49
VT-49 Decimator

Base Size: large (forward firing arc with PWT)


The Decimator is the Empire’s only access to a PWT ship, so it adds a lot of value to
the faction. It is also unique in its zero agility and massive hit points along with
having access to three crew members. The Decimator is one of the few ships
without a K-Turn or any red maneuvers. Because of its high cost, the Decimator is
best when it is equipped with numerous upgrades to maximize its offensive and
defensive potential. Higher PS pilots should strongly consider Engine Upgrade for
positioning against jousting lists. The Decimator will get shredded if it finds itself in
multiple arcs each turn, and critical hits pile up on this ship, so trying to elude
enemy arcs is pivotal in the success of Decimator pilots.
Ship Specific Upgrades:

Suggested Generic Upgrades:

50
Oicunn loves to ram into enemy formations, especially with the Dauntless title. He is
the most aggressive of the Decimator pilots.
Suggested Upgrades:

Kenkirk is a defensive pilot. Outfit him with offensive weaponry so that the
opponent wants to focus fire on him.
Suggested Upgrades:

Chirpy is the most commonly played Decimator, due to his straightforward damage
output and high PS. Chirpy prefers the TL action over focus.
Suggested Upgrades:

51
Sample Squads
Decoy Allows Echo to fire at PS 10, which guarantees his ACD to
Yes, Decoy is Playable: 100 pts.
trigger before getting fired upon.
1x “Echo” (TIE Phantom)
Recon Specialist
Fire-Control System
Advanced Cloaking Device
Decoy
1x Rear Admiral Chiraneau
Hotshot Copilot
Rebel Captive
Engine Upgrade
Veteran Instincts
Sabotuer

Decimating Swarm: 99 pts. Run the TIE swarm in formation and have the patrol leader deal as
3x Academy Pilot (TIE Fighter)
much damage as possible before it dies.
1x “Howlrunner” (TIE Fighter)
Trick Shot
1x Patrol Leader
Darth Vader
Rebel Captive
Saboteur

Bomber Bros: 100 pts. The Proximity mines can deal a frightening amount of damage.
1x Patrol Leader Coupled with Darth Vader, this list is deceptively powerful.
Darth Vader
Sabine Wren
Saboteur
2x Scimitar Squadron Pilot (TIE Bomber)
Proximity Mines
Long-Range Scanners
1x Scimitar Squadron Pilot (TIE Bomber)
Seismic Charges/Ion Bombs
Long-Range Scanners

52
TIE Punisher

Base Size: small

The TIE Punisher does a couple of things well. It is an excellent missile, torpedo, and bomb platform. With its expansive
upgrade bar (which includes a systems upgrade slot) the TIE Punisher can be outfitted to sport a plethora of ordnance
options. There is an ordnance for almost every situation, so figuring out which ordnance is best for your squad depends
on its inherent weaknesses and strengths. With the boost action, the TIE Punisher can adjust its heading for optimal
bomb placement. Regardless of the loadout, the Extra Munitions upgrade is almost a necessity to make this ship
perform optimally. The lower PS Punishers are more equipped to drop mines while the high PS ships are more equipped
to drop bombs and unleash missiles and torpedoes. Lower PS Punishers are inefficient for their cost (so TIE Bombers fill
the role of low PS bombers/ordnance carriers), but the named Punishers are better. Punishers unleash munitions with
increased attack power and get reductions on equipped bomb upgrade cards due to it being an expensive ship.
Errata: All TIE Punishers gain the following rules text: “When deployed, place an ordnance token on each bomb upgrade
card equipped to a TIE Punisher (same rules as Extra Munitions) and reduce the cost of the Bomblet Generator upgrade
by 2. When a TIE Punisher is attacking with a torpedo or missile upgrade card that normally discards itself to attack, roll
1 additional die.” This change accounts for the TIE Punisher being 4-5 points over-costed.
Ship Specific Upgrades: [none]

53
Suggested Generic Upgrades:

Deathrain redefines what it means to be a bomber. His ability is fantastic and


frightening on the table. Don’t forget that even if your bomb will not hit anything,
you can still drop one to get the barrel roll action.
Suggested Upgrades:

54
Redline makes ordnance weapons much more potent. Keeping the Target Lock for
modifying dice for the ordnance launch makes firing those weapons truly fearsome.
Suggested Upgrades:

Sample Squads
RedLine hits like a truck. Try and persuade the enemy to engage your
Featuring Redline: 99 pts.
TIE Fighters so Redline can get as many shots off as possible. Use The
1x Redline
Extra Munitions TIE Striker as a flanker.
Plasma Torpedoes
Cluster Missiles
Fire-Control System
Guidance Chips
1x “Pure Saboc” (TIE Striker)
Adaptive Ailerons
Adaptability
Lightweight Frame
1x “Sourge” (TIE Fighter)
Snap Shot
1x “Mauler Mithel” (TIE Fighter)
Snap Shot

Featuring Deathrain: 100 pts. Use Deathrain to unleash his payload onto big ships and use the TIE
1x “Deathrain” Fighters to light up the target that got hit by Conner Net.
Advanced Sensors
Extra Munitions
Conner Net
Cluster Mines
Long-Range Scanners 55
4x Black Squadron Pilot (TIE Fighter)
Crackshot
Holy Hit Points!: 99 pts. This list has a TON of hit points. Fly straight at the enemy, and
1x Scimitar Squadron Pilot (TIE Bomber) hope they don’t arc dodge. This list can struggle against high agility
Long-Range Scanners lists.
TIE Shuttle
Saboteur
Saboteur
2x Cutlass Squadron Pilot
Long-Range Scanners
Collision Detector
2x Omicron Group Pilot (Lambda-Class Shuttle)
Collision Detector
Saboteur

56
TIE/fo Fighter

Base Size: small

The TIE/fo Fighter is an upgraded version of its predecessor, the TIE Fighter. As such, the TIE/fo boasts superior
shielding, maneuverability, has the TL action, and can equip the advanced tech upgrades. With all of these upgrades, the
TIE/fo is more expensive than its TIE Fighter cousin. Because of these differences between the two classes of ships, the
TIE/fo is a better knife fighter and arc dodger than the TIE Fighter, while the original TIE fighter is the superior jouster.
The TIE/fo is the only Imperial ship to sport the 2-speed Segnor’s loop which can make the TIE/fo extremely
unpredictable and nimble. Using a Segnor’s loop followed by a 2-speed turn maneuver showcases just how agile this
fighter really is. While the TIE/fo is definitely a strong ship, it does have a few significant drawbacks, as higher PS pilots
have increased costs for a ship with only a 2 dice attack and relatively weak defenses. This ship is not the best jouster,
but it also is not the best arc dodger, making the ship very adaptable and well-rounded, but it will find itself outclassed
by ships that specialize in those 2 pillars. All three generic squadrons have a place in a competitive squad, due to the
advantages varying PS can have, as well as the Omega Squadron Pilot’s EPT.
Ship Specific Upgrades: [none]
Suggested Generic Upgrades:

57
Epsilon Ace is a solid alternative to the identically priced Omega Squadron Pilot. He
can serve a swarm well as a cheap flanker. He is usually best without any upgrades,
as he is purposely inexpensive.
Suggested Upgrades:

Zeta Ace boasts an exceptional maneuvering ability with her barrel roll action. She is
very effective as a blocker, and late-game arc dodger. She can perform some very
impressive maneuvers with a Segnor’s loop, followed by a 2-speed turn, followed by
a barrel roll.
Suggested Upgrades:

Epsilon Leader is the ultimate wingman. He performs best when brought into a
swarm for TIE Fighters, allowing them to perform stressful maneuvers with more
freedom.
Suggested Upgrades:
[None]

58
Zeta Leader is a formidable pilot. Her ability helps overcome her natively poor attack
stat. Using EPTs that function best while stressed work well with her. Her ability
works with Snap Shot.
Suggested Upgrades:

Omega Ace is a fearsome attacker. His ability changes ALL results to critical hits,
including blanks. He has a huge target on his head, so the rest of your squad should
be more fearsome so the opponent is tempted to leave “Omega Ace” alone.
Suggested Upgrades:

Omega Leader is Dark Curse’s bigger, badder younger sister. When facing an enemy
ship one on one, Omega Leader almost always wins the exchange. As with Omega
Ace, try and have the rest of your squad be more threatening than her.
Suggested Upgrades:

59
Sample Squads
This is a new twist on a classic archetype. The Epsilon Leader grants
Updated Classic Swarm: 99 pts.
the normal Howlrunner swarm added flexibility after a K-Turn. Use
3x Academy Pilot (TIE Fighter)
1x “Howlrunner” (TIE Fighter) Omega Ace as a flanker.
Swarm Leader
1x “Omega Ace”
Push the Limit
Twin Ion Engine Mk. II
1x “Epsilon Leader”

Imperial A-Holes: 100 pts. These are 4 of the most annoying ships in the game, put into one
1x “Wampa” (TIE Fighter) list. This squad is very powerful and it cripples enemy strategies.
1x “Omega Leader”
Comm Relay
Juke
1x Carnor Jax (TIE Interceptor)
Push the Limit
Autothrusters
Twin Ion Engine Mk. II
1x Omicron Group Pilot (Lambda-Class Shuttle)
Emperor Palpatine
Collision Detector

This swarm list capitalizes on low PS squads, and the Crack Shot EPT
Crack Swarm: 99 pts.
punches through 3 agility and makes the TIEs more consistent against
2x Omega Squadron Pilot
Crack Shot lower agility ships. This list is the bane of high agility, token hoarding
3x Black Squadron Pilot (TIE Fighter) arc dodgers.
Crack Shot
1x “Howlrunner” (TIE Fighter)
Crack Shot

60
TIE Advanced Prototype

Base Size: small

The TIE Advanced Prototype (TAP for short) is a highly maneuverable knife-fighter. The TAP is very similar to the Rebel’s
A-Wing, with a few noticeable differences. TAPs naturally have the barrel roll and boost maneuvers making it only one of
two total ships in the game that possess these two actions natively (the other ship is the TIE Interceptor). The TAP has a
very good maneuver dial that excels at 1-speed maneuvers. Therefore, the TAP excels as a knife-fighter, as opposed to
A-Wings and TIE Interceptors which tend to operate more effectively doing speed 2 maneuvers. The TAP is very fragile,
so it is best to utilize this ship dodging arcs at close range, so it does not take too much fire. The TAP’s unique title allows
the ship to take a free evade action when taking a target lock. This allows the TAPs to have access to each basic action,
although because the title requires a successful target lock to work, it favors pilots with higher pilot skill. Of the two
generic pilots, the Baron of the Empire has access to an EPT slot, which allows for greater customization.
Errata: Reduce the cost of Baron of the Empire by 1. That pilot is over-costed by a point.
Ship Specific Upgrade(s):

61
Suggested Generic Upgrades:

(on named)

Valen Rudor is an extremely shifty pilot. His ability allows him to boost and/or barrel
during the Combat Phase, dodging arcs or positioning himself for an advantageous
attack. His ability happens before upgrade cards occur.
Errata: Reduce the cost Valen Rudor by 1.
Suggested Upgrades:

The Inquisitor is a deadly sniper. He is best lagging on the outskirts of the battle
attacking enemy ships at range 3. His ability even gets around the venerated
Autothrusters.
Suggested Upgrades:

62
Sample Squads
This list shows off both versions of the TIE Advanced design, both old
Forward Thinking Design: 100 pts.
and new. Use the Inquisitor as a hard-hitting ace that works best at
1x The Inquisitor
Push the Limit range 3, and use your three TIE Advanced to jam up enemy
TIE/v1 formations with their resiliency.
Twin Ion Engine Mk. II
2x Tempest Squadron Pilot (TIE Advanced)
TIE/x1
Accuracy Corrector
1x Commander Alozen (TIE Advanced)
TIE/x1
Accuracy Corrector
Trick Shot
Guidance Chips
Cluster Missiles

This is a variation on the Palp Aces archetype. Try and use the
Palp Aces 3.0: 100 pts.
Emperor as a way to protect the rest of the squad. Other versions of
1x Omicron Group Pilot (Lamda-Class
Shuttle) Palp Aces use Soontir and Darth Vader with an Emperor shuttle, or 2
Emperor Palpatine “lite”-aces and Wampa.
ST-321
1x The Inquisitor
Push the Limit
TIE/v1
Autothrusters
1x “Wampa” (TIE Fighter)
1x “Omega Leader” (TIE/fo Fighter)
Comm Relay
Juke

This list has two late game aces that need to be eliminated, but
Three Imperial Boats: 99 pts.
Redline will inflict terrible damage if left unchecked.
1x Valen Rudor
Push the Limit
TIE/v1
Autothrusters
1x “Redline” (TIE Punisher)
Fire-Control System
Extra Munitions
Plasma Torpedoes
Cluster Missiles
Guidance Chips
1x Darth Vader (TIE Advanced)
TIE/x1
Predator
Advanced Targeting Computer

63
TIE/sf Fighter

Base Size: small (axillary rear firing arc)

The TIE/sf Fighter is an elite version of the more standard TIE/fo Fighter. The TIE/sf trades some of its maneuverability
and agility for an additional firing arc, better shielding, increased firepower (see title), and a more expansive upgrade
bar. These modifications transform this TIE into a truly unique ship, as it is a small base ship with an auxiliary firing arc,
the sensor upgrade, and the tech upgrade. Taking advantage of the combination of the tech and systems upgrade slot is
the big perk of ship. Also, the TIE/sf Fighter is one of the few ships whose title is free; this free title is intended to be
used on EVERY TIE/sf Fighter, as it grants the ship additional text that would not be possible on the ship cards
themselves. The TIE/sf equipped with its mandatory title makes it have an attack of 3 and to be able to fire twice in a
round if its attack if not increased. Most of the time, splitting up a ship’s attacks is not that great, because concentrating
fire on a target until it is destroyed is usually best practice; however, it is still a fine ability for those instances where it is
beneficial to do so. The best use for the TIE/sf is to make maximum use of the auxiliary arc to catch enemies who cannot
return fire. With the Segnor’s Loop, the ship can have an arc on an enemy ship quite often. The generic pilots boast
higher PS than normal for generic pilots, so the TIE/sf is not a very good blocker. However, it puts those pilots into a
position of being better than the opponent’s generic ships, especially the Omega Specialist who has access to an EPT.
Ship Specific Upgrades:

64
Suggested Generic Upgrades:

“Backdraft” is considered the stronger of the two named TIE/sf pilots. Her ability is
very powerful, as it is not overly difficult to line up shots with her rear arc. She is at
her best when attacking twice a round due to the Special Ops Training.
Suggested Upgrades:

“Quickdraw’s best attribute is being able to fire during the Activation Phase by
utilizing Electronic Baffle. This ability is exceptionally powerful against enemy ships
that heavily rely on their tokens and actions for their defense.

65
Sample Squads

Featuring: “Quickdraw”: 99 pts.


This squad utilizes the effectiveness of Quickdraw against high PS
1x “Quickdraw”
Push the Limit “Ace” targets, and uses the three TIE Advanced to assault enemy
Electronic Baffle jousters and PTWs.
Pattern Analyzer
Special Ops Training
2x Tempest Squadron Pilot (TIE Advanced)
TIE/x1
Accuracy Corrector
1x “Countdown” (TIE Striker)
Adaptive Ailerons
Stealth Device

Featuring: “Backdraft”: 100 pts. Backdraft is the backbone of this list, but Maarek Steele and Deathfire
1x “Backdraft” are both very strong threats that the opponent must account for.
Lone Wolf
Deathfire is your anti-ace, while Maarek Steele is pure offense. Make
Sensor Cluster
Collision Detector sure to fly in such a way to get the most use out of Backdraft’s Lone
Special Ops Training Wolf and effect.
1x “Deathfire” (TIE Bomber)
Extra Munitions
Homing Missiles
Conner Net
Long-Range Scanners
1x Maarek Steele (TIE Defender)
Predator
Ion Cannon
TIE/D

First Order Assault Force: 100 pts. A unique list that utilizes a generic TIE/sf Fighter as a high priority
target for the opponent. This frees up Tomax Bren and Darth Vader
1x Omega Specialist
which hopefully propels them into the end game with their powerful
Ruthlessness
late game abilities.
Collision Detector
Special Ops Training
1x Tomax Bren (TIE Bomber)
Extra Munitions
Crack Shot
Homing Missiles
Ion Bombs
Guidance Chips
1x Darth Vader (TIE Advanced)
Adaptability
Proton Rockets
Engine Upgrade
TIE/x1
Advanced Targeting Computer
66
TIE Striker

Base Size: small

The TIE Striker is a solid, mid-point cost ship for the empire. It boasts three attack dice for relatively few points, making it
the empire’s cheapest 3-attack ship. With only two agility and four hull, the TIE Striker is a fragile craft, so pilots need to
take care to avoid enemy arcs as much as possible. The TIE Striker has access to the barrel roll and evade actions, which
help mitigate the relatively meager defenses of the ship. The TIE Striker has no upgrade slots, excluding the EPT on high
PS ships, but it does have access to its zero cost title, Adaptive Ailerons. While it is not technically an auto-include (as it
has a downside), its upsides almost always warrant its inclusion on the ship. Adaptive Ailerons allows the TIE Striker to
move very fast if it is not stressed, and it allows great flexibility in its final position, making the TIE Striker a very slippery
target especially at higher PS. The ship’s maneuver dial is also exceptional. It has a lot of low speed green maneuvers
and access to 2-speed S-Loops; the only real downside of the maneuver dial is that it lacks the 3-speed turn, and that
sometimes having 2-speed “turn around” maneuvers makes it hard to turn around in crowded airspace. The movement
from Adaptive Ailerons can be blocked by the opponent, but if your normal maneuver is not blocked, you still get an
action, which makes TIE Strikers VERY difficult to block effectively. The Imperial Trainee is an effective and threatening
blocker, the Scarif Defender preys on lower PS ships, and the Black Squadron Scout grants the ability to take an EPT for a
two point tax.
Ship Specific Upgrades:

67
Suggested Generic Upgrades:

“Countdown” is a strong pilot. His ability clashes a bit with Adaptive Ailerons
because of the stress, but his cost reflects that downside. His effect makes him very
survivable, and his effect prevents him from being considered to be “hit,” so his
effect dodges certain card effects. Lacking an EPT does hurt, though.
Suggested Upgrades:

Adding attack dice is always good, and “Pure Sabacc” does not disappoint. She hits
especially hard and is often priority target number one, so she should be built lean
and have the rest of the squad be just as threatening as she is.
Suggested Upgrades:

68
“Duchess’s” effect is not lighting the world on fire, but her cost reflects that. Mostly,
her strength comes from her high PS, although being able to ignore the downside of
Adaptive Ailerons can be situationally very powerful.
Suggested Upgrades:

Sample Squads:
This is a great squad to try if you need practice using Adaptive
Scarif Rapid Response Team: 99 pts.
Ailerons, as it takes a bit of a learning curve to wrap one’s head
5x Black Squadron Veteran
Trick Shot around that upgrade.
Adaptive Ailerons

Featuring “Countdown”: 100 pts. This is a very unique squad that utilizes a TIE Shuttle to augment
1x “Countdown”
the rest of the squad. Use “Countdown” to bog down the enemy
Adaptive Ailerons
Stealth Device formations and threaten heavy damage with the TIE Advanced
1x Scimitar Squadron Pilot (TIE Bomber) Prototype and Commander Alozen.
TIE Shuttle
Systems Officer
Fleet Officer
Twin Ion Engine Mk. II
1x Commander Alozen (TIE Advanced)
TIE/x1
Advanced Targeting Computer
Predator
1x Baron of the Empire (TIE Advanced Prototype)
Push the Limit
Homing Missiles
Guidance Chips
TIE/v1

Fly in formation with the TIE Fighters and use “Dutchess” to flank and
Swarm Leader: 99 pts.
hit especially hard.
5x Academy Pilot (TIE Fighter)
1x “Dutchess”
Adaptive Ailerons
Swarm Leader
Lightweight Frame
1x “Howlrunner” (TIE Fighter) 69
Juke
Shield Upgrade
Upsilon-Class Shuttle

Base Size: large


The Upsilon-Class Shuttle is one of two shuttle variations for the Imperials. The
Upsilon is more expensive than the Lambda, but it is a little more resilient and
attacks with a whopping 4 dice. That being said, the Lambda is a more efficient ship
in terms of jousting value, but not by much. The Upsilon is unique in that it is the
only ship in the game with access to two tech upgrade slots, allowing for many
powerful upgrade combinations. In terms of its maneuver dial, this shuttle has
difficulty turning effectively, but it does sport a red zero maneuver; this shuttle does
maneuver significantly better than the Lambda. The Upsilon is also the only ship
with the coordinate action for standard play, allowing another friendly ship within
range 1-2 to take an action. For these reasons, this shuttle is best in a support role,
but when you want your support ship to be able to hit like a truck. The Upsilon’s
unique title, Kylo Ren’s Shuttle, allows this ship to oppress enemy squads with a
potent stress-dealing ability that is not to be underestimated.

Ship Specific Upgrades:

Suggestion Generic Upgrades

70
Dormitz allows his squad to execute powerful alpha strikes, especially when paired
with Hyperwave Comm Scanner. Ships can reach a surprisingly far distance on the
first turn with Dormitz.
Suggested Upgrades:

Major Stridan has a lot of potential as a pilot. His coordinate action is stronger than
other Upsilon pilots, although his greatest strength comes through his exploitation
of various upgrade cards.
Suggested Upgrades:

Kylo’s condition card “I’ll Show You the Dark Side” is incredibly potent.
Errata: Change I’ll Show You the Dark Side’s start of the second paragraph to:
“Starting the turn after this card is assigned, when you suffer…”
Suggested Upgrades/Condition Cards:

71
Sample Squads

The First Order: 99 pts.


This list makes the most of Kylo Ren’s effect. Use it to cripple enemy
1x Kylo Ren
A Score to Settle ships and formations.
Fire-Control System
Kylo Ren’s Shuttle
Tactical Jammer
Saboteur
2x Sienar Specialist (TIE Aggressor)
Ion Cannon Turret
Lightweight Frame
1x “Wampa” (TIE Fighter)

Commence Primary Ignition: 100 pts. Use the free evade tokens from the TIE/x7 Defenders to fuel Kylo’s
1x Kylo Ren laser beam of death.
Fire-Control System
Swarm Leader
Saboteur
Intelligence Agent
2x Delta Squadron Pilot (TIE Defender)
TIE x/7

Lightning Strike: 100 pts. Use Dormitz to set up your other two ships as close to the enemy
1x Lieutenant Dormitz squad as possible. Then, use General Hux to amp up the rest of your
Collision Detector
squad as they swarm the enemy before they can react.
Saboteur
General Hux
Hyperwave Comm Scanners
Pattern Analyzer
1x Maarek Stele (TIE Defender)
A Score to Settle
TIE/x7
1x “Omega Leader” (TIE/fo Fighter)
Juke
Comm Relay

72
TIE Aggressor

Base Size: small

The TIE Aggressor gives the Imperials access to turret upgrades. The TIE Aggressor tends to fill a similar roll in a squad to
a Rebel or Scum Y-wing, granting support via its secondary weapons from a distance. The TIE Aggressor is best suited for
a support role, gunning enemies down with a turret weapon, or with missile upgrades. Like most TIEs, the Aggressor is
reasonably maneuverable, especially with its barrel roll action, it can dodge out of the way of enemy arcs and still get to
fire with an equipped turret. Without any upgrades, this ship is a little lacking, but is worth its cost with the right
secondary weapons equipped. The Sienar Specialist is the preferred generic pilot choice, but the Onyx Squadron Escort is
cost effective in terms of a PS bid.
Ship Specific Upgrades: [none]
Suggested Generic Upgrades:

73
“Double Edge” is a fine pilot whose ability is somewhat difficult to effectively utilize.
His main boon is that he has access to an EPT at a relatively low pilot skill.
Suggested Upgrades:

Lieutenant Kestal is very effective at punching through enemy defenses, especially


Autothrusters and other Ace-Friendly defenses.
Suggested Upgrades:

Sample Squads

This list mirrors the Y-wing TLT swarms from the other factions. The
Imperial TLT Swarm: 100 pts.
Imperial TIE Aggressor is more resilient than the Y-wing, due to
3x Sienar Specialist
Twin Laser Turret Lightweight Frame, but four of them cannot be put in a squad (with
Lightweight Frame the modification upgrade).
1x “Pure Sabocc” (TIE Striker)
Crack Shot
Adaptive Ailerons

74
Featuring: Double Edge: 100 pts. This list has three ships that the opponent does not want to survive
1x “Double Edge” into the end game. Feel free to disengage from the conflict with
Twin Laser Turret
anything but Redline if they take too much fire.
Unguided Rockets
Trick Shot
Lightweight Frame
1x “Redline” (TIE Punisher)
Extra Munitions
Proton Torpedoes
Cluster Missiles
Fire-Control System
Guidance Chips
Lightweight Frame
1x Kir Kanos (TIE Interceptor)
Push the Limit
Autothrusters

Featuring: Kestral: 100 pts. Use Kestral to force ion tokens onto enemy ships to make it easier for
1x “Lieutenant Kestral” “Deathrain” to pummel the opponent with bombs.
Ion Cannon Turret
Lightweight frame
Adaptability
1x “Deathrain” (TIE Punisher)
Extra Munitions
Cluster Mines
Conner Net
Minefield Mapper
Lightweight Frame
1x Scimitar Squadron Pilot (TIE Bomber)
TIE Shuttle
Tactician
Sabine Wren
1x “Wampa” (TIE Fighter)

75
Rebel Faction
The Rebels tend to focus more on ships with high hull, attack, and shield values at the cost of agility and
maneuverability. Rebel effects tend to focus on defense and helping other ships in your squad. The focus action
is utilized very strongly within Rebel ranks.

T-65 X-wing

Base Size: small

The T-65 X-wing is the Rebel’s standard ship in the game. It is an effective jouster with its X-wing only modification and
an equipped astromech upgrade card. While there are occasional instances where other modifications would help, the
Integrated Astromech modification should always be strongly considered for that slot. The X-wing fits into a Rebel squad
similarly to how a B-wing does. The two ships have numerous small differences, however. The X-wing’s defense is less
consistent (but has approximately the same average defense) and it has an overall better dial but has a lack of 1 speed
turns. The X-wing will almost always have the benefit of an astromech upgrade, but the B-Wing has the barrel roll. All in
all, this makes the X-wing a faster and more mobile fighter, while the B-wing is a better knife fighter. The generic X-wings
are the most effective jousters, while the named X-wing pilots offer some of the strongest abilities in the game, so they
definitely have a place in a competitive squad.
Errata: All T-65 X-wings have their cost reduced by 1. Red Squadron Pilot gains an EPT. This point cost adjustment
accounts for inaccuracies in pricing ships early in the game’s life.

76
Ship Specific Upgrades:

Suggested Generic Upgrades:

Tarn becomes a strong pilot with his suggested upgrades. He jousts exceptionally
well when jousting only one enemy ship.
Suggested Upgrades:

77
Hobbie’s effect can be very effective if you use it to exploit stress dealing upgrades,
like R3-A2.
Suggested Upgrades:

Biggs is a fantastic pilot. His ability has a heavy-handed impact on the opponent’s
ability to engage your squad. Proper flying can even force range bonuses in your
favor in addition to interfering with their target priority.
Errata: Biggs Darklighter’s ability only works once a game (see Complete Errata List).
Suggested Upgrades:

78
Garven is a good pilot; he is at his best when you build a squad to synergize with his
ability. Handing off focus is a great ability. Finding the right squad composition is the
tricky part.
Suggested Upgrades:

Jek is an interesting pilot. He can act as an ace in your squad by looping multiple K-
Turns in a row. His upgrades should try and compensate for his down side.
Suggested Upgrades:

Luke is a very good pilot. His defensive ability should be exploited via upgrades to
maximize his effectiveness.
Suggested Upgrades:

79
Wes is a niche pilot. His ability works well when other members of your squad can
capitalize on enemy ships that are devoid of tokens.
Suggested Upgrades:

Wedge has a very powerful ability. He is at his best the longer the game goes.
Suggested Upgrades:

Sample Squads
Fly each ship in formation, using Biggs to disrupt the effectiveness of
Fair Ship Rebels: 100 pts.
the opponent’s attacks, and Lowhhrick and Jess to spread the damage
1x Captain Rex (TIE Fighter)
1x Biggs Darklighter out even more. Rex should be flown as a flanker to disrupt the enemy
R2-D2 formation.
Integrated Astromech
1x Jess Pava (T-70 X-wing)
R2-D6
Draw Their Fire
Pattern Analyzer
Integrated Astromech
1x Lowhhrick (Auzituck Gunship)
Selflessness
Wookie Commandos 80
Opportunists: 100 pts. This list is powerful against 2 ship lists. It hits extremely hard, but it
1x Wedge Antilles does not have much staying power. Hit hard early and hope that it is
Opportunist enough.
R2 Astromech
Integrated Astromech
1x Wes Janson
Adaptability
R2 Astromech
Integrated Astromech
1x Ibtisam (B-wing)
Opportunist
B-Wing/E2
Kanan Jarrus
Mangler Cannon
Fire-Control System

Garvein and Dutch play off of each other’s abilities. Fly them in a tight
Rebel Superfriends: 99 pts.
formation and keep Biggs alive as long as possible. Use Rex as a
1x Garvein Dreis
R2 Astromech flanker.
Integrated Astromech
1x Biggs Darklighter
R2-D2
Integrated Astromech
1x Dutch Vander (Y-wing)
BTL-A4 Y-wing
R3-A2
Twin Laser Turret
1x Captain Rex (TIE Fighter)

81
Y-wing

Base Size: small


(Orange dependent on upgrades)

The Rebel Y-wing is a staple of the Rebel fleet. It is a highly customizable ship, capable of filling many different rolls
within a squad. Without upgrades, a naked Y-wing is a decent jousting ship, but with the BTL-A4 Y-Wing upgrade, plus a
turret upgrade, it becomes a very formidable jousting ship. It can also serve well as a support craft via its turret upgrade
(without BTL) allowing it to strike at enemy ships outside of its firing arc. The Y-wing has a poor dial, so careful
maneuvering is essential if these ships are to be successful. The R2 Astromech upgrade can help with its poor dial to an
extent though. A squad containing a large amount of BTL-A4 Y-Wings can lay down a fearsome amount of firepower and
should be avoided at all costs. Also, the Y-wing can be equipped with a Bomb Loadout, allowing it to enhance its high
firepower with the additional threat of bombs.
Errata: Reduce the point cost of a Y-wing by 2 if it does not have a turret upgrade equipped. This is to enable Y-wings to
be effective ordnance carriers.
Ship Specific Upgrades:

82
Suggested Generic Upgrades:

Dutch is a good ship for supporting other members of your squad. He can be useful
for helping other ships firing ordnance with a focus token for maximum impact.
Suggested Upgrades:

Horton is a very effective Y-wing pilot. He is effective with the Twin Laser Turret and
for firing ordnance. Be careful not to put too many upgrades on him though.
Errata: Horton Salm gains an EPT. He is an elite pilot of the Rebel Alliance. ‘Nuff
said.
Suggested Upgrades:

83
Sample Squads
This list hits surprisingly hard. Also try adding the BTL-A4 title to each
5x Y-wing Pounding: 99 pts.
ship for added firepower at the cost of a 360 degree arc.
5x Gold Squadron Pilot
Autoblaster Turret

A rebel bomber list. Use the Warden to rush the opponent’s


Horton Hears a Who: 100 pts.
2x Prototype Pilot (A-wing) formation with bombs. The Prototypes fly flank and Horton peppers
Chardaan Refit the opponent from long range.
1x Warden Squadron Pilot (K-wing)
Extra Munitions
Cluster Mines
Conner Net
Advanced Slam
1x Horton Salm
Twin Laser Turret
Bomb Loadout
Seismic Charges
Extra Munitions
Trick Shot

Ion Control: 99 pts. Use the Ion Cannon Turrets to Control enemy aces while the rest of
2x Gold Squadron Pilot your squad pummels the opponent’s with sheer jousting efficiency.
Ion Cannon Turret
2x Rookie Pilot (T-65 X-wing)
R2 Astromech
Integrated Astromech
1x Bandit Squadron Pilot (Z-95 Headhunter)

84
A-wing

Base Size: small

The A-wing was designed as a direct response to the Empire’s new TIE Interceptor. The A-wing fills a similar roll in a
squad, being slightly heartier and faster than its Imperial counterpart, but not being quite as maneuverable or having
the same firepower. The A-wing’s dial is fantastic, having a ton of green options and having every turn maneuver allows
it to shred stress at a high rate, making it a natural choice for Push the Limit. A-wings are the only ship in the game that
can equip multiple EPT upgrade cards, allowing for unprecedented combinations of EPTs. Also, the A-wing can be
equipped with a Chardaan Refit in the event that you do not want to carry a missile. A-wings are at their best when
dodging as much enemy fire as possible and striking without return fire. Therefore, they are the Rebellon’s best Arc
Dodging ship available to them, especially when they utilize Autothrusters. The A-wing is very playable no matter what
PS you choose to bring to the rest of the squad, but its recommended that some jousting or Turret ships join your squad
to help compensate for the A-wing’s weaknesses. Low PS A-Wings make for great blockers with their boost action.
Ship Specific Upgrades:

85
Suggested Generic Upgrades:

Gemmer is a fine pilot. He definitely needs A-wing Test Pilot, Push the Limit, and
Autothrusters to help protect him from as many threat types as possible.
Errata: Gemmer Sojan gains an EPT. He is not playable without one.
Suggested Upgrades:

Arvel is a silver bullet pilot who is excellent against large base ships. He is fine
against other targets too.
Errata: Arvel Crynyd gains an EPT. He is not playable without one.
Suggested Upgrades:

86
Jake is the best A-wing at arc dodging, rivaling even the Barron Soontir Fel himself.
He is one of the Rebellion’s best end game aces.
Suggested Upgrades:

Psycho Tycho is a good pilot. His ability lets him perform any maneuver he wants
(excluding a K-Turn) while continuing to Push the Limit. While he is not as good of
an arc dodger as Jake, Tycho is more unpredictable.
Suggested Upgrades:
same as Jake Farrel’s upgrades, with a higher focus on VI than Outmaneuver, plus:

87
Sample Squads
Three jousting ships and a late game arc dodging ace. Simple and
A-X: 99 pts. effective.
2x Rookie Pilot (T-65 X-wing)
R2 Astromech
Integrated Astromech
1x Tarn Mison (T-65 X-wing)
R7 Astromech
Integrated Astromech
1x Jake Farrel
Intensity
Push the Limit
Proton Rockets
A-Wing Test Pilot
Autothrusters

Tycho and Han: 100 pts. Tycho is a powerful pilot when equipped with Experimental Interface,
1x Tycho Celchu allowing 3 actions a turn. Arc dodge as much as possible with both
A-Wing Test Pilot ships.
Push the Limit
Daredevil
Experimental Interface
Proton Rocket
1x Rey (YT-1300)
Expertise
Engine Upgrade
Finn
C-3P0

A-wing Swarm: 99 pts. This swarm excels at out flying low PS enemy squads, as well as
5x Green Squadron Pilot blocking higher PS ships and then concentrating fire with the rest of
A-Wing Test Pilot your squad. This list is very powerful, but it lives or dies based on how
Crackshot well it can block.
Snap Shot
Chardaan Refit

88
YT-1300

Base Size: large (forward firing arc with PWT)


(Orange represents ships other than the Outer Rim Smuggler)

The YT-1300 is the only ship in the game that has wildly different stats for its two generic pilots. The Outer Rim Smuggler
is not very effective for its points, but the Resistance Sympathizer can hold its own like the unique YT-1300s. Properly
equipped, a YT-1300 is very tanky and hits hard. For a large base ship, the YT-1300 is also quite maneuverable, boasting
the coveted 1 turns. Generic YT-1300s can act primarily as massive blockers and should utilize upgrades to capitalize on
that. The named YT-1300s should equip numerous upgrades to bolster their resilience, attack power, and or
maneuverability, as a naked YT-1300 is a poor ship. The YT-1300 is also unique in that its unique title, Millennium Falcon,
comes in two different versions. One title (original trilogy) grants the evade action, which is usually the better choice for
YT-1300s built for defense. The other title (New Republic trilogy) works best with YT-1300s that like to keep enemies in
arc, like Rey. In addition, the Smuggling Compartment Modification grants the coveted illicit upgrade to the ship,
offering it even greater customization.
Ship Specific Upgrades:

89
Suggested Generic Upgrades:

(on named)

This version of Chewie is a very good pilot. While his PS is relatively low, his pilot
ability is amazing, as it negates the main downside of having so many hit points in
the first place.
Suggested Upgrades:

This version of Chewbacca requires the rest of the squad to be built around his
ability. In order to maximize his effectiveness, many other allied ships need to be
included in his squad.
Suggested Upgrades:

90
Lando is a fine pilot, but he tends to be out shown by Han and Chewie. He does find
a place in some squads due to his unique ability.
Suggested Upgrades:

Rey encourages flying the YT-1300 very differently from the other pilots,
emphasizing keeping enemy ships in arc. Her efficiency is very strong when utilizing
her ability.
Suggested Upgrades:

Han is the go-to YT-1300 pilot. His ability combined with high PS make him very
formidable. Defensive abilities tend to work best on him. Try him with Predator.
Suggested Upgrades:

91
This version of Han represents Han’s smuggler side much more than the other
version. The effect Han has on the set-up phase of the game is staggering and
should not be underestimated.
Suggested Upgrades:

Sample Squads
This is one of Paul Heaver’s championship lists. The three Talas are a
2014 World Champion’s List: 99 pts.
strong jousting component, while Han is a great end game
3x Tala Squadron Pilot (Z-95 Headhunter)
1x Han Solo powerhouse, as at range 2-3, he is impossible to damage with all his
C-3PO upgrades and taking an evade action each turn.
R2-D2
Engine Upgrade
Predator
Millennium Falcon (Original Trilogy)

This list preys on arc dodgers and other Turret lists alike, with a tanky
Double Pancake: 99 pts.
Chewie and a hard hitting Leebo.
1x Chewbacca
Push the Limit
C-3PO
Recon Specialist
Millennium Falcon (Original Trilogy)
1x Leebo (YT-2400)
Determination
Outrider
Mangler Cannon
Jan Ors

Rey and Nora: 100 pts. Use Rey to inflict massive and sustained damage, while Nora is your
1x Rey end-game, regenerating ship.
Expertise
Millenium Falcon (Force Awakens)
Finn
C-3PO
1x Nora Wexley (ARC-170)
R2-D2 (crew)
Kyle Katarn
Vectored Thrusters
Alliance Overhaul 92
Push the Limit
B-wing

Base Size: small

The B-wing is a workhorse of the Rebel fleet. Alongside the X-wing, the B-wing boasts a very efficient stat-line making it
one of the game’s best jousting ships. On top of that, the B-wing has the barrel roll action, and a well-rounded upgrade
bar to boot. The B-wing is not without weaknesses, however, as its maneuver dial, while not poor, is not that great
either. A 2 speed K-Turn is usually worse than longer K-Turns, as it does not allow the B-wing to clear the clutter of ships
that tends to be the board state the turn before a K-Turn is needed. The generic pilots tend to fair the best, as their raw
efficiency is worth more at low PS. The sensor upgrade slot is often used for Advanced Sensors or Fire-Control System,
and Heavy Laser Cannons are usually the cannon of choice when equipping one. Additionally, the B-wing only
modification allows the B-wing to equip a crew upgrade card, which allows for even more customization.
Errata: The B-Wing/E2 modification upgrade gains the following text: Reduce the cost of an equipped crew upgrade by 2
(to a minimum of zero). This accounts for this being over-costed and the fact that the B-wing needs a little nudge.
Ship Specific Upgrades:

93
Suggested Generic Upgrades:

Nera is a very different pilot. She excels when she dodges enemy arcs and unleashes
powerful torpedo attacks on ships outside of her arc.
Errata: Reduce the point cost of Nera Dantels by 1.
Suggested Upgrades:

Ibtisam works best when paired with an upgrade card that stresses her. She is a
good pilot, but she works best when the squad is built around her.
Errata: Reduce the point cost of Ibtisam by 2.
Suggested Upgrades:

94
Keyan’s ability is fantastic. He is arguably the strongest overall B-Wing named pilot.
Using PtL or just K-Turning can generate a free offensive firepower.
Errata: Reduce the point cost of Kayan Farlander by 1.
Suggested Upgrades:

The elite B-wing pilot, Ten Numb is great at dealing critical damage. He gets a little
too expensive when maximizing his ability, but he is a fine pilot in the right squad.
Errata: Reduce the cost of Ten Numb by 3.
Suggested Upgrades:

95
Sample Squads
Nera Can deal a lot of damage with her Advanced Pronton Torpedoes.
Nera’s Attack Force: 100 pts.
Use the Talas to distract the opponent from Nera.
1x Nera Dantels
Expertise
Extra Munitions
Advanced Proton Torpedoes
Guidance Chips
Fire Control System
1x Bodhi Rook (U-wing)
Collision Detector
Operations Specialist
Kanan Jarrus
Pivot Wing
2x Tala Squadron Pilot (Z-95 Headhunter)
Concussion Missile
Guidance Chips

This is the standard when it comes to control builds in X-wing. All


Panic Attack: 99 pts.
2x Blue Squadron Pilot three ships generate a silly amount of stress, and the Y-wing delivers
B-Wing/E2 ion tokens too. This list is very powerful, but also very difficult to pilot
Tactician effectively.
Collision Detector
Ion Cannon
1x Blue Squadron Pilot
B-Wing/E2
Tactician
Collision Detector
1x Gold Squadron Pilot (Y-wing)
BTL-A4 Y-Wing
Ion Cannon Turret
R3-A2

Jan and Keyan: 100 pts. Don’t underestimate the power of HWKs! Use Jan to pepper foes from
1x Jan Ors (HWK-290) range 3, and pound the opponent with Keyan and the two Bandits.
Predator
Chewbacca
Twin Laser Turret
Moldy Crow
1x Keyan Farlander
Push the Limit
Advanced Sensors
B-Wing/E2
C-3PO
2x Bandit Squadron Pilot (Z-95 Headhunter)

96
HWK-290

Base Size: small


(Orange dependent on upgrades)
The HWK-290 is the Rebel support ship. The named pilots all offer unique abilities
that augment the rest of your squad to great effect. The HWK itself is a rather pitiful
ship, being the only ship in the game with only 1 attack. However, it can host
numerous upgrades that make the ship much more powerful. While a squad rarely
needs more than one HWK, a well piloted HWK using its support ability can be
exceptionally powerful. The HWK does not have a K-Turn and it melts to continuous
fire, so good HWK pilots know to skirt the boarder of the battlefield to avoid taking
too much fire. The Moldy Crow is a very good upgrade that works with a few other
upgrades and named pilot abilities.
Ship Specific Upgrades:

Suggested Generic Upgrades:

97
Roark has a surprisingly effective ability. Being able to boost another ship’s PS is a
very powerful effect. Building an effective squad to make use of his ability to the
max is the tricky part.
Suggested Upgrades:

Kyle Katarn is a great supporting pilot. He can help ordnance builds fire more
powerful missiles and torpedoes or just hand out focus where it’s needed most.
Suggested Upgrades:

Jan Ors is a rock solid support pilot. Adding an attack die is very potent and grants a
lot of versatility to the rest of your squad.
Suggested Upgrades:

98
Sample Squads
Use Kyle to juice up Nora’s ability. Biggs allows Nora to make it way
Kyle’s Crew: 100 pts.
into the end game.
1x Kyle Katarn
Blaster Turret
Moldy Crow
Predator
Jan Ors
Pulsed Ray Shield
1x Nora Wexley (ARC-170)
Alliance Overhaul
Vectored Thrusters
R2-D2 (astromech)
Tail Gunner
Push the Limit
1x Biggs Darklighter (T-65 X-wing)
R4-D6
Integrated Astromech

Jan and Han: 100 pts. Keep Jan on the fringes of the fight while she pumps Han’s offensive
1x Jan Ors power.
Twin Laser Turret
Recon Specialist
Moldy Crow
Predator
1x Han Solo (YT-1300)
Predator
C-3PO
R2-D2
Tactical Jammer
Millennium Falcon (Original Trilogy)

This is a very unique list that is difficult to fly. This list does not have
Corran and Friends: 100 pts.
1x Rebel Operative any jousters, so try and arc dodge with your arc dodgers and your
Twin Laser Turret turret ships as much as possible to get the most value out of your
2x Prototype Pilot (A-wing) squad.
Chardaan Refit
1x Corran Horn (E-wing)
R2-D2
Fire-Control System
Push the Limit
Shield Upgrade

99
Z-95 Headhunter

Base Size: small

The Z-95 Headhunter is the Rebellion’s low cost jousting ship. It is relatively tied for efficiency against the Empire’s TIE
Fighter. The Z-95’s low cost and solid stat-line allows it to be included into a wide variety of lists. Most of the time, the
generic pilots are best when flown in mass quantities in formation. While a Z-95 swarm is not quite as effective in terms
of offense as a TIE swarm led by Howlrunner, Z-95s tend to last longer on the battlefield as they are a little sturdier. In
addition to being a cheap filler ship, the Z-95 also can serve as an ordnance platform, especially when flown in high
numbers. Therefore, a squad of Z-95s with a tracer missile and other ordnance options can lay waste to multiple enemy
ships in a powerful alpha strike. The named pilots also are very good, and can be incorporated as part of a squad even if
other jousting ships are not present.
Ship Specific Upgrades: [none]
Suggested Generic Upgrades:

100
Blount has a very strong ability. There are many missiles that have powerful effects
that trigger only if they hit. Therefore, using those missiles with him is a very
powerful tactic.
Suggested Upgrades:

Airen is best in squads that can synergize with his ability. He can assist ordnance
builds in firing their weapons with both TL and focus, or just grant extra actions to
ships depending on the situation.
Suggested Upgrades:

101
Sample Squads
A rock solid Rebel jousting swarm. Directions: Point at enemy. Shoot.
BBBBZ: 100 pts.
Also, keep the Z-95 on the inside of the formation to maximize range
4x Blue Squadron Pilot (B-wing)
Collision Detector 1 bonuses.
1x Z-95 Headhunter
XX-23 S-Thread Tracers

Use the Z-95s and Ten Numb to joust enemy positions, while Ello Asty
Ten Time: 100 pts.
is your late-game ace.
2x Bandit Squadron Pilot
1x Ten Numb (B-wing)
Predator
“Mangler” Cannon
Collision Detector
Seismic Torpedo
1x Ello Asty (T-70 X-wing)
Predator
R2 Astromech
Integrated Astromech
Sensor Clustor

Use Chopper to jam up enemy formations and use the Z-95s to hit the
“Chopper’s” Strike Force: 99 pts.
2x Bandit Squadron Pilot enemy formations hard as they are scrambling to get out of the way
1x “Chopper” (VCX-100) of chopper.
Autoblaster Turret
Ghost
Accuracy Corrector
“Zeb” Orrelios
Dash Rendar
Ion Projector
1x Ezra Bridger (Attack Shuttle)
Phantom
Push the Limit
Hera Syndulla
Dorsal Turret

102
E-wing

Base Size: small

The E-wing is a cross between the X-wing and the A-wing. It boasts the best aspects of both aforementioned ships in
terms of offense, defense, agility, and maneuverability. However, the E-wing is slightly over-costed for what it brings to a
squad, especially at lower PS. Therefore, the generic E-wings [currently] do not have much of a place in a competitive
squad. However, the named E-wings definitely can make it into competitive squads where their higher PS and abilities
compensate for their lack of jousting efficiency. The E-wing is the only ship to boast both a systems upgrade AND an
astromech upgrade, allowing for numerous unique combinations of upgrades. Building and piloting an E-wing can be
tricky, but their adaptability and customizability can be worth it in the right squad.
Errata: All E-wings gain the following rules text: “If the E-Wing is equipped with an R7 series astromech droid (any
astromech with “R7” in its name), the ship gains the tech upgrade slot. If the ship has both an astromech droid upgrade
and a tech upgrade equipped, reduce the point cost of the ship by 4.” Also, Blackmoon Squadron Pilot gains an EPT. Non-
Corran E-wings are grossly over-costed for what they can do, and Corran doesn’t typically use R7 droids.
Ship Specific Upgrades: [none]
Generic upgrades:

103
Etahn is an interesting pilot. He gets a lot better if there are multiple attacks each
turn, so he can fit into squads with many ships; he is also very effective in Epic
games.
Suggested Upgrades:

As the elite E-wing pilot, Corran does not disappoint. His pilot ability is very
powerful, as it can unleash a lot of firepower on a single target in a round, allowing
Corran to disengage for a round to do it all over again.
Suggested Upgrades:

104
Sample Squads
This list capitalizes on Etahn’s ability. This list is very good against lists
Etahn Attack: 100 pts.
that have a low shield count, so that the crits go through.
1x Etahn A’Baht
R7 Astromech
Sensor Cluster
Push the Limit
Fire Control System
1x Tarn Mison (T-65 X-wing)
R7 Astromech
Integrated Astromech
2x Bandit Squadron Pilot (Z-95 Headhunter)
1x Bandit Squadron Pilot (Z-95 Headhunter)
Concussion Missiles
Guidance Chips

Corny Dash: 99 pts. This list aggressively uses Corran and plays more defensively with
1x Dash Rendar (YT-2400) Dash. The Munitions Failsafe combined with the torpedoes causes
Heavy Laser Cannon stress even when it doesn’t hit, so you actually do not want to hit the
Lone Wolf opponent with the torpedoes. This is more of a fun list, but it can be
Outrider effective against certain squads.
Recon Specialist
1x Corran Horn
Veteran Instincts
Munitions Failsafe
Fire-Control System
R2-D2
Flechette Torpedoes

This list gets around Rage’s downside, as well as being very resilient to
Cassian’s Attack Squad: 100 pts.
1x Coran Horn stress dealing lists as well.
Rage
Experimental Interface
Collision Detector
R2-D2
1x Cassian Andor (U-wing)
Veteran Instincts
Collision Detector
Chopper
Inspiring Recruit
Pivot Wing
Tactical Jammer
1x Jake Farrell (A-wing)
A-wing Test Pilot
Adaptability
Push the Limit
Autothrusters
Chardaan Refit 105
YT-2400

Base Size: large (forward firing arc with PWT)


(Orange dependent on upgrades)
The YT-2400 is a lighter variant of the YT-1300. The YT-2400 lacks the durability and
firepower of the YT-1300, but it is more agile, has a better maneuver dial, and has
the barrel roll action. In addition, YT-2400s can take a cannon upgrade to augment
their relatively mediocre stat-line. In addition, the unique title upgrade for the YT-
2400, the Outrider (Dash Rendar’s personal modified YT-2400), allows an equipped
cannon upgrade to fire in a 360 degree firing arc, at the cost of being unable to
utilize its primary weapon any more. Bear in mind, that the YT-2400 does not need
the Outrider title to make its cannon upgrades worthwhile. All of the YT-2400 pilots
are viable depending on the rest of the squad; they perform best when they can
dodge as many enemy arcs as possible with their barrel roll action. The Smuggling
Compartment upgrade grants further utility to the YT-2400 upgrade bar.
Errata: All YT-2400 ships without the “Outrider” title equipped have their cost
reduced by 1. This change is meant to help realign the YT-2400 with the JumpMaster
5000’s cost.
Ship Specific Upgrades:

Suggested Generic Upgrades:

106
Eaden is an efficient pilot who is at his best when another part of your squad can
cause the opponent’s ships to suffer stress.
Suggested Upgrades:

Leebo may seem like he has an underwhelming ability, but he performs very well
with the Determination upgrade card and fits into double pancake lists very well.
Suggested Upgrades:

Dash has a very strong ability. He works best with debris fields, so choose them as
your obstacles if Dash is in your squad. Push the Limit plus Kyle Katarn (crew) is also
effective on Dash. Add Outrider to the list of Suggested Upgrades.
Suggested Upgrades:

107
Sample Squads
This is a very unique list that uses Leebo as a powerful turret platform
Droid Bros: 100 pts.
and Keyan as an end game ace. Keyan pushes the B-wing to the max
1x Leebo
Heavy Laser Cannon in this version and is very difficult to kill.
Determination
Outrider
Experimental Interface
Lando Calrissian
1x Keyan Farlander (B-wing)
Heavy Laser Cannon
Push the Limit
B-Wing/E2
C-3PO
Sensor Jammer
Seismic Torpedo

Dual Flapjacks: 100 pts. This is a standard double pancake list that utilizes the power of Han’s
1x Han Solo (YT-1300) PS and transfers it to the Fringer so they can eliminate a lower PS
Swarm Tactics threat before it has the chance to return fire.
Millennium Falcon (Original Trilogy)
C-3PO
R2-D2
Tactical Jammer
1x Wild Space Fringer
Heavy Laser Cannon
Outrider

Another Flapjack List: 100 pts. This is a deceptively strong squad. The combination of PtL, Jan Ors,
1x Chewbacca (YT-1300) and Recon Specialist puts a focus and evade on each ship each round,
Push the Limit making them incredibly difficult to hit.
Millennium Falcon (Original Trilogy)
C-3PO
Jan Ors
Anti-Pursuit Lasers
1x Leebo
Determination
Recon Specialist
Heavy Laser Cannon
Anti-Pursuit Lasers

108
K-wing

Base Size: small (forward firing arc with PWT)

The K-wing is the Rebel’s heavy bomber and can fill a variety of different roles in a squad. It is the only ship in the game
with the SLAM action, making it a very versatile bomber (when equipped with Advanced SLAM) and it can escape enemy
firing arcs with surprising speed. It is also the only small base ship in the game with a PWT. In addition, the K-wing can
take a stunning number of upgrades including a crew and turret upgrade. While the K-wing is a highly adaptable and
customizable ship, it does not come cheap, and its maneuver dial is not the greatest, as it lacks a K-Turn. The K-wing is
the ultimate bomber with Advanced SLAM. Try and avoid enemy arcs as much as possible with the K-wing, whether you
are using it as an ordnance platform, bomber, or turret weapon; luckily, the SLAM action allows you to avoid those arcs
with relative ease.
Ship Specific Upgrades: [none, but the Advanced SLAM only impacts the K-wing]
Suggested Generic Upgrades:

109
Esege is a good pilot to include as a turret carrier. He can SLAM and then take a
focus action to give to a squadmate.
Suggested Upgrades:

Miranda is a very good pilot. She is a very effective turret and performs optimally
with a Twin Laser Turret. She can also be a useful ordnance platform. Include
Advanced SLAM in the upgrade list.
Suggested Upgrades:

110
Sample Squads
This list is a variation on the classic Corran lists. Miranda is a very
Miranda and Corran: 100 pts.
tanky pilot and combined with Corran make two very hearty ships.
1x Miranda Doni
Twin Laser Turret
Extra Munitions
Advanced SLAM
Ion Bombs
Conner Net
Sabine Wren
1x Corran Horn (E-wing)
Push the Limit
Engine Upgrade
R2-D2
Fire Control System
Proton Torpedoes

Horton and Warden: 100 pts. Horton peppers opponents from range 2-3, while the K-wing swoops
1x Captain Rex (TIE Fighter) in to drop bombs and disrupt formations. The two Prototypes can
1x Rookie Pilot (T-65 X-wing) serve as great blockers.
R2 Astromech
Integrated Astromech
1x Warden Squadron Pilot
Extra Munitions
Proximity Mine
Conner Net
Advanced SLAM
Sabine Wren
1x Horton Salm (Y-wing)
Proton Torpedoes
Extra Munitions
Guidance Chips
Crack Shot

This list has a strong jousting component with a powerful disruptive


K&X: 100 pts.
Warden.
2x Rookie Pilot (T-65 X-wing)
R2 Astromech
Integrated Astromech
1x Blue Squadron Pilot (B-wing)
Collision Detector
B-Wing/E2
Tactician
1x Warden Squadron Pilot
Extra Munitions
Conner Net
Proximity Mines
Advanced SLAM
111
Sabine Wren
T-70 X-wing

Base Size: small

The T-70 X-wing is an upgraded version of the classic T-65 X-wing. While the T-65 excels jousting, the T-70 sacrifices
some jousting proficiency to gain a stronger maneuver dial, the boost action, and access to the tech upgrade. The T-70 is
currently the only ship in the game that has the Talon Roll maneuver, which grants it a unique option in a dogfight.
While the Segnor’s loop is more-or-less a glorified K-Turn, the Talon Roll grants the T-70 a degree of adjustability to its
flying that no other ship can quite match. In terms of modifications, while the T-65 requires an astromech upgrade with
Integrated Astromech to be effective, the T-70 has options. The Integrated Astromech is a fine option, but since the T-70
as the boost action, it can equip Autothrusters. The lower PS T-70s tend to prefer Integrated Astromech while higher PS
pilots usually opt for Autothursters. While the T-65 is more of a “filler” ship, the T-70 performs better at higher PS, and is
best flown as a “jousting-arc dodger” of sorts. The T-70 X-wing has a unique title called Black One which is a situationally
useful card. Usually this title does not see play unless the squad considering it has a free point available.
Ship Specific Upgrades:

112
Suggested Generic Upgrades:

Jess is an excellent jouster when flown in formation. She is one of the most efficient
T-70 X-wings and is well worth her cost when flown in a squad of three or more
wing-mates.
Suggested Upgrades:

Blue Ace is an average pilot. While his ability is fine, the fact that he lacks an EPT
definitely hurts his playability. His effect just doesn’t come into play enough to be
justified, unfortunately.
Suggested Upgrades:

113
While Blue Ace will sit in binders, Red appears he will do the same. However, Red
Ace has a deceptively strong ability, even though he lacks an EPT. He can be very
tanky, and can soak up much more damage than his cost should allow.
Suggested Upgrades:

“Snap” Wexley is a powerful pilot, as getting free actions is always good. He is very
maneuverable and is capable of outmaneuvering most ships at lower PS than him.
Suggested Upgrades:

Asty has a strong ability, and coupled with an EPT, he can become quite formidable.
Having access to white Talon Rolls really opens up the options available to him when
maneuvering.
Suggested Upgrades:

114
Nien Numb is a very strong pilot. Being able to shred stress an unlimited number of
times can be built around, and is an effect to fear.
Suggested Upgrades:

The T-70 elite pilot, Poe Dameron does not disappoint. His ability is exceptionally
strong, both significantly boosting his attack and defense without ever needing to
spend his focus token. In additions, Poe is represented in two different versions, at
two different points in his career. Use the 9 PS version only if you can afford the two
point tax AND you need an EPT other than Adaptability and Veteran Instincts.
Suggested Upgrades:

115
Sample Squads
This list uses Poe as an “Ace Killer” and he is extremely survivable.
2015 World Championship Callback: 100 pts.
The rest of the list is a well balanced mix of jousting, control, and
1x Poe Dameron
Veteran Instincts turret. This list is strong in all three pillars of X-Wing, which is no
R2-D2 doubt part of the reason it performed so well.
Autothrusters
1x Bandit Squadron Pilot (Z-95 Headhunter)
XX-23 S-Thread Tracers
1x Gold Squadron Pilot (Y-wing)
Ion Cannon Turret
1x Gold Squadron Pilot (Y-wing)
Twin Laser Turret
BTL-A4 Y-Wing
R3-A2

Use Capatin Rex as a flanker, as your squad of 4 ships hits


Jess Pava And Captain Rex: 100 pts.
especially hard. The A-wings should shoot first, trying to utlize their
1x Capatin Rex (TIE Fighter)
1x Jess Pava Jukes and evade tokens. Then, use Swarm Leader on Jess Pava to
R2-D6 hit the enemy especially hard.
Integrated Astromech
Swarm Leader
Primed Thrusters
3x Green Squadron Pilot (A-wing)
A-Wing Test Pilot
Chardaan Refit
Trick Shot
Juke

This three ship build has three of X-Wing’s pillars, and each of theme
Featuring Red Ace: 100 pts.
1x “Red Ace” is strong. Use Red Ace to clog up the opponent’s formation while Kyle
R2-D2 and Jake skirt the edges of the battle. Use Kyle’s ability to hand Jake a
Comm Relay Focus token during the Combat Phase, triggering Jake’s ability.
Integrated Astromech
1x Kyle Katarn (HWK-290)
Twin Laser Turret
Moldy Crow
Recon Specialist
Adrenaline Rush
1x Jake Farrell (A-wing)
A-Wing Test Pilot
Chardaan Refit
Autothrusters
Push the Limit
Juke

116
VCX-100

Base Size: large (unique rear firing arc; see below)


(orange dependent on upgrades)
The VCX-100 is without a doubt, one of the most unique ships in the game. It is one
of two ships with a 4 dice attack, it combines the sensor slot with the option to have
a turret upgrade, it can fire torpedoes out of its auxiliary arc, and it even lacks
agility. What makes it so unique, however, is its interaction with the Attack Shuttle.
With the Ghost title equipped to the VCX-100, an attack shuttle can be docked to
the VCX-100 which allows the VCX-100 to fire primary weapons out of its rear arc. In
addition, with both titles equipped, at the end of the Combat Phase, the VCX-100
may attack with an equipped turret upgrade. While the Attack Shuttle is not
necessary to dock to the VCX-100, it does greatly increase the lethality of the ship.
With the wide variety of VCX-100 pilots, crew members, and possible Attack Shuttle
pilots, the VCX-100 is an extremely versatile, customizable, and formidable craft.
Ship Specific Upgrades:

Suggested Generic Upgrades:

117
Chopper is a very aggressive pilot who is best utilized to jam up enemy formations
and block enemy ships.
Suggested Upgrades:

Kanan is an effective support ship. He is also formidable in his own right, and he can
be at his strongest when kept has cheap as possible. Consider 2x Recon Specialist.
Suggested Upgrades:

Hera excels at avoiding being blocked as well as lining up her four dice attack. Hera
is the most straight-forward VCX-100 pilot.
Suggested Upgrades:

118
Sample Squads
This list utilizes Hera’s superior maneuverability combined with the
Hera’s Strike Force: 100 pts.
might of the Ghost/Phantom titles.
1x Hera Syndulla (VCX-100)
Ghost
Reinforced Deflectors
Twin Laser Turret
Chopper
Kanan Jarrus
1x Zeb Orrelios (Attack Shuttle)
Phantom
1x Jake Farrell (A-wing)
A-Wing Test Pilot
Chardaan Refit
Outmaneuver
Autothrusters
Push the Limit

This list emphasizes the aggressiveness of Chopper. Send Chopper


Chopper’s Wrecking Crew: 100 pts.
1x “Chopper” straight at the enemy formation and use the Bandits to help mop up
Ghost the scattered formations.
Accuracy Corrector
Autoblaster Turret
Zeb Orrelios
Rey
Anti-Pursuit Lasers
1x Ezra Bridger (Attack Shuttle)
Saboteur
Push the Limit
Autoblaster
Phantom
1x Biggs Darklighter (T-65 X-wing)
R2-D2
Integrated Astromech

Lothal Rebels: 100 pts. This list emphasizes the hard hitting and tanky aspect of the VCX-100,
1x Lothal Rebel while having a very powerful way to handle aces.
Collision Detector
“Chopper”
Saboteur
Autoblaster Turret
Anti-Pursuit Lasers
1x Lothal Rebel
Collision Detector
Saboteur
Autoblaster Turret
Anti-Pursuit Lasers
1x Gold Squadron Pilot (Y-wing)
Autoblaster Turret 119
Seismic Torpedo
Attack Shuttle

Base Size: small


(Orange dependent on upgrades)
The Attack Shuttle, like its VCX-100 counterpart, is a very unique ship. First of all, it is one of only two classes of ships
that does not have a generic pilot. Also, it can be docked onto the VCX-100 using its unique title, augmenting the VCX-
100’s abilities until the Attack Shuttle is deployed. The Attack Shuttle is able to be fielded independently from the VCX-
100 in lists without its Ghost counterpart, however, so it pays to address its individual strengths and weaknesses
independently of the Ghost. The Attack Shuttle is a glass cannon, similar to the TIE Interceptor. The Attack Shuttle can
hit hard, but withers to any significant enemy fire; fortunately, the Attack Shuttle has the barrel roll action, which grants
it some arc dodging potential, which is unique for ships that have the turret upgrade. Its turret upgrade allows for the
Attack Shuttle to avoid the direct combat that is likely to result in its deletion. If the Attack Shuttle can be kept out of
harm’s way, while continuing to get shots on the opponent, the ship with easily earn its worth much more than its point
value.
Ship Specific Upgrade(s):

Zeb is the budget Phantom option when a player wants the cheapest option to
upgrade their Ghost. Zeb’s ability is rarely impactful, but he is a solid, cheap body
that can easily slide into a squad.
Suggested Upgrades:

120
Ezra is a big improvement over Zeb, if your squad can support the additional 2
squad points. Ezra hits hard and is very resilient.
Suggested Upgrades:

Where Ezra is resilient, Sabine is nimble. Having built in, pre-maneuver boost and
barrel roll gives Sabine a lot of versatility in the Activation Phase.
Suggested Upgrades:

Hera’s ability is a little less powerful than Sabine and Ezra, but Hera gets a big boost
in PS for cheap. Hera can be effectively impossible to block and can prove to be
quite obnoxious to pin down.
Suggested Upgrades:

121
Sample Squads
This is a variation on the list that won the World Championships in
Modified World’s Winning List 2015: 100 pts.
2015.
1x Poe Dameron (T-70 X-wing)
R2-D2
Veteran Instincts
Autothrusters
1x Gold Squadron Pilot (Y-wing)
BTL-A4 Y-wing
R3-A2
Twin Laser Turret
1x Bandit Squadron Pilot (Z-95 Headhunter)
1x Ezra Bridger
Hera Syndulla
Push the Limit

In the rare event that you purchased 4 Ghost expansion packs JUST so
Um… you bought… nevermind…: 100 pts.
1x “Zeb” Orrelios you could play four Attack Shuttles in a list… I didn’t do that……
Twin Laser Turret
1x Ezra Bridger
Intelligence Agent
Push the Limit
1x Sabine Wren
“Chopper”
Push the Limit
1x Hera Syndulla
Kanan Jarrus
Push the Limit

This clever list leads with Kanan and has Biggs follow behind. Enemies
Tactically Jammed: 100 pts.
1x Kanan Jarrus (VCX-100) must attack Biggs, but their attack is obstructed (Tactical Jammer) and
Autoblaster Turret Kanan can lower the attack of the enemy ships with his ability. You
Tactical Jammer may consider adding the Ghost and Phantom titles to their respective
Advanced Sensors ships.
Recon Specialist
Recon Specialist
1x Sabine Wren
Push the Limit
Nien Nunb
1x Biggs Darklighter (T-65 X-wing)
R4-D6
Integrated Astromech

122
ARC-170

Base Size: small (axillary rear firing arc)


The ARC-170 is a repurposed Clone-Wars era Starfighter used by the Rebel Alliance. To showcase this modification by
the Rebel Alliance, the ship has a zero cost title that is intended to ALWAYS be equipped to the ship, which strengthens
the ship and keeps it up to date in terms of combat standards for the time period. The ARC-170 is a formidable support
platform, combining the strength of the crew and astromech upgrades onto the same ship. In addition, it is one of the
few small base ships that has a rear-facing auxiliary firing arc, which adds to the flexibility of the ship. Because the ship
was not mass produced for the Rebel Alliance, there were only a handful that were utilized during the Galactic Civil War.
Therefore, there are only unique pilots available for this ship (no generic pilots). These pilots boast interesting support
abilities that can be further augmented by the power that can be derived from combining crew and astromech upgrades
together. The maneuver dial for the ARC-170 is average and showcases the ship’s desire to maneuver at slow speeds
due to its six green one and two speed maneuvers. The ship is not without downsides though, as it is not incredibly
tanky for the price paid for the ship, so it is necessary to make use of its auxiliary firing arc and its unique upgrade bar to
maximum effect.
Ship Specific Upgrades:

Braylen Stramm has a 50% chance of removing stress whenever he does a


maneuver, which makes his red maneuvers even stronger. In addition, he combos
well with self-stressing effects. Upgrades are grouped in pairs; include Alliance
Overhaul and Gunner with R3-A2.
Suggested Upgrades:

,
123
Thane Kyrell is a very interesting pilot. He does not have a lot of actions on his
action bar, so in order to get value out of his ability, he needs actions granted by
upgrade cards. Include Alliance Overall to the suggested upgrades.
Suggested Upgrades:

Shara Bey is a great support pilot. She can assist with simple dice modification or
she can help set up fully modified ordnance shots for the rest of your squad. Include
Alliance Overhaul to the suggested upgrades.
Suggested Upgrades:

Norra Wexley is a very strong pilot. Whereas Shara Bey uses her target locks to help
squadmates, Norra Wexley uses them to augment her attacks. She can be very
formidable, especially with the right upgrades. Include Alliance Overhaul.
Suggested Upgrades:

124
Sample Squads
Breylen is a less powerful but much more versatile Y-wing
Enter the ARC: 100 pts.
1x Breylen Stramm “Stresshog,” capable of using both R3-A2 and Tactician from its
R3-A2 primary or auxiliary arcs. The other two pilots are great for all stages
Seismic Torpedo of the game and help capitalize on the stress caused by the ARC-170.
Tactician
Alliance Overhaul
1x Ello Asty (T-70 X-wing)
Outmaneuver
Integrated Astromech
R2 Astromech
Sensor Cluster
1x Jake Ferrell (A-wing)
A-Wing Test Pilot
Proton Rockets
Autothrusters
Push the Limit
Outmaneuver

Biggs Beatdown: 100 pts. This is a fearsome list that exploits Bigg’s ability and pushes Nora into
1x Biggs Darklighter (T-65 X-wing)
the end game with her powerful ability. Breylen Stramm is your ace
R4-D6
Integrated Astromech hunter who tries to miss with his first shot.
1x Breylen Stramm
Gunner
R3-A2
Alliance Overhaul
Vectored Thrusters
1x Nora Wexley
Alliance Overhaul
Expertise
Vectored Thrusters
R2-D2 (astromech)
Tail Gunner

Thane Pain: 100 pts. Than Kyrell is a very tanky ship in this list. He wants to draw some fire
1x Thane Kyrell early, but then avoid enemy arcs as he regenerates and the attention
R5-D8 of the enemy then becomes focused on your other ships, so you can
Seismic Torpedo utilize Thane’s ability.
R2-D2 (crew)
Alliance Overhaul
1x Gold Squadron Pilot (Y-wing)
BTL-A4 Y-wing
R3-A2
Twin Laser Turret
1x Gold Squadron Pilot (Y-wing)
Twin Laser Turret
1x Captain Rex (TIE Fighter) 125
U-wing

Base Size: large


The U-wing is similar to the Imperial Lambda-Class Shuttle; it primarily serves as a
support ship, but it has a high jousting value that is off-set by poor maneuverability.
While the U-wing costs two more squad points than its Imperial counterpart, the U-
wing has a stronger maneuver dial, and zero cost title (Pivot Wing) that further
augments its maneuverability. Due to its free title (that should always be equipped),
the U-wing actually boasts 2 agility, but it can reduce that agility to be able to rotate
its base 180 degrees during a 0-speed maneuver. The title is a dual card that may be
flipped after executing a maneuver. The U-wing is currently the only Rebel ship that
has a 0-speed maneuver. The U-wing’s strongest asset is its upgrade bar, as it will
often be loaded up with crew and systems upgrades to help bolster the rest of its
squad. The main weakness of the U-wing is that it is not extremely maneuverable
and it only has a forward firing arc for a large base ship, so it can sometimes be
difficult to get shots on target, and the U-wing is relatively easy to focus fire. The
Blue Squadron Pathfinder is an excellent choice when a low-cost support ship is
needed in a squad.
Ship Specific Upgrades:

Suggested Generic Upgrades:

126
Heff Tobber is a great candidate for upgrade cards that require an action to use. He
is an excellent blocker that can disrupt entire formations well. Add Jyn Erso, Ion
Projector, and Cassian Andor to the list of Suggested Upgrades.
Suggested Upgrades:

Bodhi Rook is a great support pilot for assisting lower PS munitions-based squads.
He allows those ships to acquire target locks much more easily.
Suggested Upgrades:

Cassian Andor is the elite U-wing pilot. He is a great support ship for squads that
have self-stressing effects. He is also the only U-wing with an EPT.
Suggested Upgrades:

127
Sample Squads
While not a flashy list, this squad gives players a great idea of how to
Pathfinders: 100 pts.
fly the U-wing given its unique title.
2x Blue Squadron Pathfinder
Fire-Control System
Pivot Wing
Saboteur
1x Blue Squadron Pathfinder
Fire-Control System
Pivot Wing
Saboteur
Chopper
1x Blue Squadron Pathfinder
Fire-Control System
Pivot Wing
Wookie Commandos

Rebel Assault: 100 pts.


1x Bodhi Rook
Use Bodhi Rook and the A-wing to act as spotters for the Z-95’s target
Pivot Wing
Enhanced Scopes locks. This list hits very hard and also performs well in the late game
Proton Torpedoes with some decent staying power.
Chopper
Hera Syndulla
Guidance Chips
3x Bandit Squadron Pilot (Z-95 Headhunter)
Concussion Missiles
Guidance Chips
1x Green Squadron Pilot (A-wing)
Push the Limit
Autothrusters
A-Wing Test Pilot
Adaptability
Chardaan Refit

Rebel Block Boat: 100 pts.


1x Heff Tobber
Enhanced Scopes Here, the U-wing acts as a disruptive blocker. Use the rest of your
Jyn Erso squad to capitalize on the scattered enemy formations.
Cassian Andor
Pivot Wing
Ion Projector
1x Jake Ferrel (A-wing)
A-Wing Test Pilot
Push the Limit
Juke
Autothrusters
Proton Rockets
1x PS 8 Poe Dameron (T-70 X-wing)
Adaptability
BB-8 128
Sensor Cluster
Integrated Astromech
TIE Fighter

Base Size: small


Over the course of the Galactic Civil War, the Rebel Alliance acquired a handful of Imperial TIE Fighters, which the Rebels
did not hesitate to repurpose for use against the Empire. Because of this, the Rebel version of the TIE Fighter does not
have any generic pilots, as there were not very many to use against the Empire. While the Rebels lack any generic pilots,
the strengths and weaknesses of the original TIE Fighter still apply. This ship is very efficient in terms of jousting
efficiency, and it is quite maneuverable, having all three sets of turn maneuvers. While the TIE Fighter is efficient and
cheap, due to its reliance on evade dice, TIE Fighters can sometimes seem to have the defenses of tissue paper, if the
evade dice fail. The Rebel TIE Fighter has access to a few custom versions of the ship that the Empire lacks. The first
option is the unique title, Sabine’s Masterpiece. This title, for one point, grants this ship the crew and illicit slots, offering
this ship quite a significant level of customizability. It is important to remember, though, not to put too many points into
this relatively fragile ship. However, the Rebel TIE Fighter’s unique modification upgrade assists with this dilemma. The
Captured TIE modification keeps higher PS TIE Fighter pilots from being attacked at all, as long as the TIE Fighter does
not attack either. This can be exploited through the use of powerful effects that are not attacks, such as bombs (through
the Sabine Wren crew upgrade), or some illicit upgrades.

Ship Specific Upgrades:

Zeb is useful for being a cheap filler ship, and is very resistant to critical damage. He
is also one of the cheapest ways to bring a crew into a squad. Compared to the
Obsidian Squadron Pilot for the Imperials, Zeb is a stronger pilot in every way.
Suggested Upgrades:

129
Captain Rex is an excellent flanker. He essentially demands that the opponent
respect his measly 14 points, or be harassed through reduced attack output.
Condition Card/Suggested Upgrades:

Sabine is the most maneuverable of the Rebel TIE Fighter pilots. Her ability also
grants her craft the boost action before movement, which is unique to the TIE
Fighter. She can function as a cheap arc dodger against lower PS targets.
Suggested Upgrades:

Ahsoka is the Rebel support TIE Fighter pilot. She functions best as a pilot that can
offer free actions to her squadmates, although she can use her effect on herself too.
Include Sabine’s Masterpiece under the Suggested Upgrades.
Suggested Upgrades:

130
Suggested Squads

Black Market Control: 100 pts.


Use The B-wings to dish out ion and stress on the opponent, while Zeb
1x “Zeb” Orrelios
Sabine’s Masterpiece skirts the outside of the battle with Black Market Slicer Tools. Luke is
Black Market Slicer Tools your end game ship.
Saboteur
2x Blue Squadron Pilot (B-wing)
Collision Detector
Ion Cannon
B-Wing/E2
Tactitian
1x Luke Skywalker (T-65 X-wing)
R2-D2
Predator
Integrated Astromech

Featuring Sabine: 100 pts. Sabine works well against lower PS generic ships, but against higher
1x Sabine Wren PS ships, she can use Cassian Andor to position correctly. Jake is your
Sabine’s Masterpiece late game ace, and your two Y-wings work to curb the effectiveness of
Push the Limit enemy aces.
Cassian Andor
1x Gold Squadron Pilot (Y-wing)
Twin Laser Turret
1x Gold Squadron Pilot (Y-wing)
Twin Laser Turret
BTL-A4 Y-Wing
R3-A2
1x Jake Farrell (A-wing)
A-Wing Test Pilot
Chardaan Refit
Push the Limit
Veteran Instincts
Autothrusters

Captured TIE: 100 pts.


Use Ahsoka to bully the opponent into splitting up their forces, which
1x Ahsoka Tano
then allows you to engage enemy ships one at a time with your
Veteran Instincts
Sabine’s Masterpiece jousting force. Ahsoka is no slouch either once her EMP Device has
Captured TIE been deployed.
EMP Device
Rey
2x Bandit Squadron Pilot (Z-95 Headhunter)
1x Gold Squadron Pilot (Y-wing)
R3-A2
BTL-A4 Y-Wing
Twin Laser Turret
1x Jess Pava (T-70 X-wing)
R2 Astromech
Integrated Astromech
131
Auzituck Gunship

Base Size: small (axillary forward 180 degree firing arcs)

The Auzituck Gunship is a very unique ship in the Rebel faction. It is the only non-epic ship in the game with the
reinforce action, which grants it a lot of additional survivability if there are multiple attacks coming from either the front
or rear of the ship. The Gunship jousts reasonably well and due to its combination of the reinforce action, as well as a
180 degree front firing arc, this ship can provide consistent attacks on even elusive and/or hard-hitting enemies. That
being said, it is worth noting that the Auzituck Gunship’s jousting efficiency is not on par with either the T-65 X-wing or
the B-wing (mainly due to the Gunship’s higher cost), and it does not have a K-turn, which hurts its ability to stay in the
fight. However, due to the double crew slot the Gunship can offer support to the rest of your squad, while still boasting
a significant offensive and defensive threat. Use the Kashyyyk Defender for a more efficient option, but consider the
Wookie Liberator for a PS bump and access to an EPT upgrade slot.
Ship Specific Upgrades: [none]
Suggested Generic Upgrades:

132
Lowhhrick is often the named Auzituck Gunship of choice. He is an exceptional
support ship, protecting your more valuable squadmates. He is a great pilot to pair
with Biggs Darklighter.
Suggested Upgrades:

Wullffwarro is the more aggressive of the two named Auzituck Gunship pilots.
When flying him, you want him to take an early beating, before peeling off and
trying to survive into the end game after his effect is activated.
Suggested Upgrades:

133
Sample Squads

Similar to the other Fair Ship Rebels list (located in the T-65 X-wing
Fair Ship Rebels 2.0: 100 pts.
overview), this list pulls some of the focus off of Biggs’s survivability
1x Captain Rex (TIE Fighter)
1x Biggs Darklighter (T-65 X-wing) and into making Lowhhrick more formidable.
R4-D6
Integrated Astromech
1x Jess Pava (T-70 X-wing)
R2-D6
Draw Their Fire
Pattern Analyzer
Integrated Astromech
1x Lowhhrick
Selflessness
Rey
Tactician

Wookie Warriors: 100 pts. This list uses the three named pilots to all provide support for each
1x Lowhhrick other, comboing abilities so that the combined result is stronger than
Selflessness the individual parts, which are still fine on their own once individual
Saboteur ships start to be destroyed.
“Chopper”
1x Wullffwarro
Rage
Inspiring Recruit
Breach Specialist
Hull Upgrade
1x Ahsoka Tano (TIE Fighter)
Push the Limit
Sabine’s Masterpiece
Recon Specialist
1x Bandit Squadron Pilot (Z-95 Headhunter)

Support of Kashyyyk: 100 pts. In this list, use the Wookies to help propel Nora far into the end game.
1x Wookie Liberator
Rage
Inspiring Recruit
“Chopper”
1x Wullffwarro
Rage
Inspiring Recruit
Kanan Jarrus
1x Nora Wexley (ARC-170)
Selflessness
R2-D2
C-3PO
Alliance Overhaul

134
Scurrg H-6 Bomber

Base Size: small

Captain Nym is an odd case, as he is the only pilot of the Scurrg H-6 Bomber
available to the Rebel Alliance, as the Scurrg is usually a Scum and Villainy ship.
Rather than give an overview of the chassis, it is more useful to just discus Captain
Nym as his own entity. Nym is a very capable bomber, and is also quite adept as a
standard fighter too, boasting respectable jousting and arc dodging capacity. It is
worth noting that Nym does not have a K-Turn, but instead has two, three speed
Talon Roll Maneuvers. Nym’s greatest strength lies in his expansive upgrade bar,
allowing for operating as a turret, heavy bomber, ordnance carrier, or just as a well-
rounded fighter. The Havoc title also allows for even more upgrade bar
customization, allowing the Rebels access to some of the Salvaged Astromech
upgrade cards. He should always carry some bombs, though, as his ability allows
one friendly bomb to no detonate, which can both protect your own ships from your
own bombs, as well as set up bombs to hurt the opponent even harder on the next
turn. Nym is a very capable pilot who finds his way into many Rebel squads.
Ship Specific Upgrades:

Suggested Upgrades:

135
Sample Squads:
This list incorporates two deadly end-game ships, while being
Recruit the Bounty Hunter: 100 pts.
supporting by the ever-so-pesky Captain Rex.
1x Captain Nym
Bomblet Generator
Havoc
Autoblaster Turret
Adaptability
Accuracy Corrector
Genius
Engine Upgrade
1x Poe Dameron (PS9) (T-70 X-wing)
Intensity
Black One
Primed Thrusters
R2-D2
Vectored Thrusters
1x Captain Rex (TIE Fighter)

Featuring, Nym and Miranda 100 pts. In this potent, two ship list, Nym and Miranda team up to unleash a
1x Captain Nym torrent of bombs. This is can be quite unrelenting in terms of its
Bomblet Generator constant bombing and TLTs, but it can also be burned down quite
Havoc quickly, having only two ships and only 2 agility between the two of
Twin Laser Turret
them. Fly smart, and make it to the end game.
Trick Shot
Advanced Sensors
Genius
Cruise Missiles
Guidance Chips
1x Miranda Doni (K-wing)
Cluster Mines
Conner Net
Twin Laser Turret
Sabine Wren
Extra Munitions
Cruise Missiles
Advanced SLAM
Another two-ship list, but this time it’s Dash instead of Miranda. This
Renegades: 100 pts.
1x Captain Nym list is a little more survivable than the previous one, and truly preys on
Bomblet Generator lower PS squads.
Havoc
Twin Laser Turret
Veteran Instincts
Advanced Sensors
Genius
Long-Range Scanners
1x Dash Rendar (YT-2400)
Outrider
Heavy Laser Cannon
Lone Wolf 136
Kanan Jarrus
Smuggling Compartment
Burnout SLAM
The Scum and Villainy
The Scum consists of the best pilots of the shadier elements of the Star Wars universe. For this reason, a lot of
Scum ships and pilots are unpredictable and have access to illicit technology that the other two factions lack. In
addition, many strong Scum pilots work best flying sporadically, selfishly, and not in formation, and those that
do tend to exploit formation flying in an unorthodox manner.

Z-95 Headhunter

Base Size: small

The Z-95 Headhunter is the workhorse of the Scum faction; it differs from its Rebel counterpart in a reduction of PS but
the inclusion of the Illicit upgrade slot. It is relatively tied for efficiency against the Empire’s TIE Fighter. The Z-95’s low
cost and solid stat-line allows it to be included into a wide variety of lists. Most of the time, the generic pilots are best
when flown in mass quantities in formation. While a Z-95 swarm is not quite as effective in terms of offense as a TIE
swarm led by Howlrunner, Z-95s tend to last longer on the battlefield as they are a little sturdier. In addition to being a
cheap filler ship, the Z-95 also can serve as an ordnance platform, especially when flown in high numbers. The named
pilots also are very good, and can be incorporated as part of a squad even if other jousting ships are not present.
Ship Specific Upgrades: [none]

137
Suggested Generic Upgrades:

+
Leeachos is an effective ordnance carrier, and he embodies the Scum philosophy of
“I’m out for myself.” He isn’t an amazing pilot, but he has utility.
Suggested Upgrades:

N’dru is built specifically for the Lone Wolf upgrade card. He is an excellent Z-95
pilot and is cheap enough to fit into a lot of squads.

138
Sample Squads
This is a fun list that uses a formation of the Black Sun Soldiers and
Version of Xizor’s Plans: 100 pts.
Xizor and flanks with KaaTo. Make sure to get both a TL and a focus
3x Black Sun Soldier
1x KaaTo Leeachos before firing that Concussion Missile.
Crack Shot
Homing Missiles
Guidance Chips
1x Prince Xizor (StarViper)
Predator
Virago
Autothrusters
Sensor Jammer
“Hot Shot” Blaster
StarViper Mk.II

This is squad is very representative of what the Scum as a faction like


Three Lone Wolves: 100 pts.
to do. These are three very different ships that fly in their own distinct
1x Kavil (Y-wing)
Dorsal Turret and unique manner.
Predator
1x N’dru Suhlak
Cluster Missiles
Lone Wolf
Guidance Chips
1x Boba Fett (Firespray-31)
Outmaneuver
Slave I
Engine Upgrade
Tail Gunner
Inertial Dampeners

The Scum can fly in formation too. This list maximizes the efficiency of
Scum Swarm: 100 pts.
the Z-95 and just hopes to out-dice the opponent. The Jakku
5x Binayre Pirate
1x N’dru Suhlak Gunrunner adds a bit of control to the list.
Scavenger Crane
Guidance Chips
Crack Shot
Cluster Missiles
1x Jakku Gunrunner (Quadjumper)
Spacetug Tractor Array

139
Y-wing

Base Size: small


(Light green dependent on upgrades)

The Scum Y-wing is almost identical to its Rebel counterpart, except that it has a Salvaged Astromech upgrade slot
instead of the Rebel’s Astromech upgrade. It is a highly customizable ship, capable of filling many different rolls within a
squad. Without upgrades, a naked Y-wing is a decent jousting ship, but with the BTL-A4 Y-wing upgrade, plus a turret
upgrade, it becomes a very formidable jousting ship. It can also serve well as a support craft via its turret upgrade
(without BTL) allowing it to strike at enemy ships outside of its firing arc. The Y-wing has a poor dial, so careful
maneuvering is essential if these ships are to be successful. The Unhinged Astromech upgrade can help with its poor dial
to an extent though. A squad containing a large amount of BTL-A4 Y-wings can lay down a fearsome amount of
firepower and should be avoided at all costs. Also, the Y-wing can be equipped with a Bomb Loadout, allowing it to
enhance its high firepower with the additional threat of bombs.
Errata: Reduce the point cost of a Y-wing by 2 if it does not have a turret upgrade equipped. This is to enable Y-wings to
be effective ordnance carriers.
Ship Specific Upgrades:

140
Suggested Generic Upgrades:

Drea is a solid Y-Wing pilot. She really excels with firing Proton Torpedoes and
spamming stress for perpetual target locks. Make sure that she is always within
range 3 though, otherwise her TL chain will break.
Suggested Upgrades:

Kavil is an excellent turret carrier. He performs will as an alternative to a PWT ship,


as he is much cheaper.
Suggested Upgrades:

141
Sample Squads
Use Drea to pound the enemy’s best target and use the YV-666 to hit
Drea’s Strike Force: 100 pts.
their best ships like a truck. Fenn Rau is your late game ace.
1x Drea Renthal
Extra Munitions
Ion Torpedoes
R4-B11
Guidance Chips
1x Trandoshan Slaver (YV-666)
Zuckuss
4-LOM
Dengar
Rigged Cargo Chutte
1x Fenn Rau (Protectorate Starfighter)
Push the Limit
Autothrusters
Concord Dawn Protector

Scum Y-wings: 99 pts. This list hits incredibly hard. Fly straight towards the enemy, and
2x Syndicate Thug unload a furious amount of attack dice until they die.
BTL-A4 Y-Wing
Ion Cannon Turret
Unhinged Astromech
2x Syndicate Thug
BTL-A4 Y-Wing
Twin Laster Turret
Unhinged Astromech

The name says it all. In addition, this list is also effective against high
Fat Turret Shredder: 100 pts.
3x Syndicate Thug agility ships with low hit points.
Twin Laser Turret
1x Syndicate Thug
Twin Laser Turret
Unhinged Astromech

142
Firespray-31

Base Size: large (axillary rear firing arc)


While not really a turret, the Firespray has a rear firing arc, which is treated as a
primary firing arc (but it cannot fire secondary weapons from it). This rear arc makes
the Firespray a unique ship, somewhere between a jouster and a turret ship, so it is
difficult to classify. Its upgrades allow for a lot of customizing and there are a lot of
ways to bring a Firespray into a Scum squad. In order for a Firespray to be effective,
it needs to avoid as many enemy arcs as possible, so its rear arc remains relevant
long into the end game. The main difference between Imperial and Scum Firesprays
is that the Empire favors efficiency while the Scum prefer higher quality ships. This is
evident when you compare the two generic Firesprays between the two factions.
Errata: Reduce the costs of all pilots by 1. Firesprays are a little overcosted, so this
brings their cost in line more with the newer ships.
Ship Specific Upgrades:

Suggested Generic Upgrades:

143
Emon is one of the game’s best bombers. He can be outfitted with any type of bomb
and still be effective. He takes a lot of practice, but once mastered, he is very
rewarding. He should take one of the two titles depending on the cost of his bombs.
Suggested Upgrades:

Kath is a very strong pilot, as throwing 4-5 dice is always very powerful. Her
upgrades should try and maximize the dice she is gaining.
Suggested Upgrades:

While the Imperial version of Boba emphasizes his maneuvering abilities, the Scum
version emphasizes his ruthless and sometimes reckless brutality. He wants to be in
the thick of the action, which puts him at risk, but also heightens his efficiency.
Suggested Upgrades:

144
Sample Squads
These two Mandalorians prey on low PS ships. Against ships with
The Malice of Mandalore: 100 pts.
higher PS, you’ll need to adjust your tactics to a joust.
1x Mandalorian Mercenary
Heavy Laser Cannon
Inertial Dampeners
Tail Gunner
Expertise
1x Mandalorian Mercenary
Heavy Laser Cannon
Inertial Dampeners
Tail Gunner
Expertise
Slave I
Long-Range Scanners
Plasma Torpedoes

Bounty Hunter Team-Up: 100 pts. These two bounty hunters can deal a frightening amount of damage.
1x Boba Fett Try and position Bossk so that they opponent targets him, so his Z-95
Tail Gunner can deploy.
Engine Upgrade
Glitterstim
Fearlessness
1x Bossk (YV-666)
Predator
Mangler Cannon
Inertial Dampeners
Maneuvering Fins
Hound’s Tooth
Greedo
Zuckuss

Another Bounty Hunter Team-Up: 100 pts. This list is difficult to pilot, but flown well, it can really frustrate and
1x Emon Azzameen confuse the opponent with the variety and range of the bombs.
Cad Bane
Bomblet Generator
Cluster Mines
Scavenger Crane
Andrasta
1x Kath Scarlet
Outmaneuver
Engine Upgrade
Proximity Mine
Tail Gunner
Concussion Missiles

145
HWK-290

Base Size: small


(Light green dependent on upgrades)
The HWK-290 is the Scum support ship. What differs from the Rebel HWK-290s is
the addition of the illicit upgrade slot at the cost of PS. In addition, the Scum named
HWK pilots are focused on inflicting corrosive effects to the opponent, as opposed
to helping the rest of your squad perform better. The HWK itself is a rather pitiful
ship, being the only ship in the game with only 1 attack. However, it can host
numerous upgrades that make the ship much more powerful. While a squad rarely
needs more than one HWK, a well piloted HWK using its support ability can be
exceptionally powerful. The HWK does not have a K-Turn and it melts to continuous
fire, so good HWK pilots know to skirt the boarder of the battlefield to avoid taking
too much fire. The Moldy Crow is a very good upgrade that works with a few other
upgrades and named pilot abilities.
Ship Specific Upgrades:

Suggested Generic Upgrades:

146
Torkil Mux is a very frustrating pilot to face, as he is disruptive of the opponent’s
firing order, and can even cause entire squad synergy to collapse.
Suggested Upgrades:

Palob is also very frustrating to play against, as his token theft can jeopardize the
opponent’s entire strategy. There wasn’t room, but add Recon Specialist to the list
of Suggested Upgrades
Suggested Upgrades:

Dace is the least popular Scum HWK, but he still sees play. He obviously works best
when touting an ion cannon turret.
Suggested Upgrades:

147
Sample Squads
This list uses Sycks to pummel the opponent, and Torkil to render the
Mux’s Strike Force: 100 pts.
opponent’s PS worthless.
2x Cartel Spacer (M3-A Interceptor)
“Heavy Syck” Interceptor
Heavy Laser Cannon
1x Torkil Mux
Ion Cannon Turret
EMP Device
1x 4-LOM (G-1A Starfighter)
Zuckuss
Trick Shot
Collision Detector
Black Market Slicer Tools
Misthunter
Tractor Beam

This is an effective list that utilizing Palob in an aggressive manner


Featuring Palob: 100 pt.
comboing with Opportunist. Use the Z-95s to joust and Kavil to deal
1x Kavil (Y-wing)
Twin Laser Turret with any arc dodgers.
Adaptability
1x Palob Godalhi
Opportunist
Blaster Turret
Recon Specialist
Moldy Crow
3x Binayre Pirate (Z-95 Headhunter)

Triple HWK Brew: 100 pts.


1x Palob Godalhi Some people make fun of the HWK for being a poor ship. Those
Opportunist people can get creamed by this list if it’s very well piloted. While not
Blaster Turret quite tier 1, this list is very competent in the right hands.
Cloaking Device
Recon Specialist
Moldy Crow
1x Dace Bonearm
Ion Cannon Turret
Adaptability
1x Torkil Mux
Dorsal Turret
1x Binayre Pirate

148
M3-A Interceptor

Base Size: small


(Light green dependent on upgrades)

The M3-A Interceptor (Also known as the Scyk Interceptor) is tied for the lowest squad point cost in the game. The Scyk
is unique in that it has two different titles that greatly alter its cost, upgrade bar, and survivability. Due to its inefficient
stat-line, the Scyk should almost always equip one of these two titles to maximize its efficiency. With the “Light Scyk”
Interceptor title, the ship becomes cheaper and more maneuverable at the cost of its durability. This brings the Scyk into
line with the other swarm type ships such as the Z-95 Headhunter and the TIE Fighter. The “Heavy Scyk” Interceptor
title, allows the ship to equip a cannon, missile, or torpedo upgrade and grants the ship an additional hull. With this
upgrade, the Scyk turns into the ultimate glass cannon, unleashing attacks from the games very powerful ordnance,
while having excruciatingly low survivability. Because of this, the best way to pilot a Scyk is to hang out on the outskirts
of the fight, using 1 banks to stay at range 3 of the opponent for as long as possible, and then using the 5 K-Turn to reset
for another attack at range 3. The Scyk is a difficult ship to pilot effectively, as a single error can prove to be its
destruction, but piloted well it is well worth its points.
Errata: The “Heavy Scyk” Interceptor title upgrade adds 1 hull value to the M3-A Interceptor when equipped in addition
to the rest of its text.

149
Ship Specific Upgrades:

Suggested Generic Upgrades:

Sunny is a solid choice for a lower PS Scyk. She is usually better than the PS 2 generic
version, due to her ability and more consistent blocking abilities. However, when
flying many Scyks at once, it can be beneficial to have the entire group be the same
PS, which is Sunny’s main weakness.
Suggested Upgrades:

150
Inaldra’s pilot ability is especially suited to the Pulsed Ray Shield upgrade, to
maximize her effect. She is best utilizing hit and run style attacks to avoid sustaining
too much fire at once and spreading it out over multiple encounters.
Suggested Upgrades:

Laetin is a competent pilot. He is very effective against swarms of ships with 2


attack, as he becomes a very undesirable target. He can singlehandedly take on an
entire swarm this way. A lack of an EPT does hurt him though.
Errata: Laetin A’Shera gains an EPT. He is ineffective with an EPT.
Suggested Upgrades:

This Scyk is the one of few pilots that effectively utilizes torpedo and missile
upgrades with the “Heavy Scyk” Interceptor upgrade.
Suggested Upgrades:

151
Genesis Red is the preferred “ace” type Scyk. He preys on enemy aces that like to
stack multiple tokens and take multiple actions in a turn.
Suggested Upgrades:

Serissu has the inverse of Howlrunner’s ability, adding additional survivability to a


Scum swarm.
Suggested Upgrades:

Sample Squads
Fly the three Sycks in formation to augment their jousting efficiency.
Glass Cannons: 100 pts.
They hit like trucks and the opponent should fear their attacks. Use
2x Tansarii Point Veteran
Crackshot the Z-95 as a blocker and to threaten aces with the Black Market Slicer
“Heavy Syck” Interceptor Tools.
Heavy Laser Cannon
1x Serissu
Push the Limit
“Heavy Syck” Interceptor
Heavy Laser Cannon
1x Black Sun Soldier (Z-95 Headhunter)
Black Market Slicer Tools

152
Use the Scyks to hammer from range 3 and Emon can disrupt enemy
Scyks and Emon: 100 pts.
formations with his advanced bombing shenanigans.
1x Inaldra
“Heavy Scyk” Interceptor
Heavy Laser Cannon
Crack Shot
Pulsed Ray Shield
1x Genesis Red
“Heavy Scyk” Interceptor
Heavy Laser Cannon
Crack Shot
Pulsed Ray Shield
1x Emon Azzameen (Firespray-31)
Andrasta
Rigged Cargo Chute
Bomblet Generator
Cad Bane

Fly the block of 6 fighters in formation so Serissu’s ability is granted to


Serissu Swarm: 100 pts. all of them. Use Quinn Jast as a flanker.
1x Serissu
“Heavy Scyk” Interceptor
Push the Limit
Ion Cannon
4x Cartel Spacer
“Light Scyk” Interceptor
1x Quinn Jast
“Heavy Scyk” Interceptor
Proton Torpedoes
Guidance Chips
Crack Shot

153
StarViper

Base Size: small


(The Segnor’s Loop maneuver is symmetrical for both left and right)

The StarViper is like a cross between and X-wing and an A-wing. While the StarViper cannot K-Turn, it has access to be
overall stronger maneuver called the Segnor’s Loop. The StarViper is one of the few ships that is able to perform this
rare but flexible maneuver. These abilities cause the StarViper to be the Scum’s primary arc dodger. In addition, the
StarViper has access to a unique title upgrade card called the Virago and another title that can always be equipped, the
StarViper Mk.II. The Virago upgrade grants the StarViper a systems upgrade AND an illicit upgrade, granting the ship a
wealth of options to optimize its performance. The StarViper Mk.II should always be equipped, as it reduces its squad
point cost to a reasonable level while also granting the ship a unique barrel roll. While the StarViper is sturdier than its
Rebel and Imperial counterparts, it should still try and rely on positioning and outmaneuvering the opponent to perform
optimally. Without an evade action, the StarViper is much more aggressive than the A-Wing or Interceptor, and that
needs to be taken into account when squad building and flying the ship. The PS 1 Black Sun Enforcer is an effective
blocker, while the Black Sun Assassin makes for a good mid-level ace. The Black Sun Vigo is difficult to justify.
Ship Specific Upgrades:

154
Suggested Generic Upgrades:

Thweek is a unique pilot that offers two distinctly different Condition cards. He is
the master copycat, and depending on the matchup, can gain some incredibly
powerful abilities.

Guri is a good pilot; her ability is pure action advantage, which is always good. Her
ability allows her to spend her action(s) on positioning and arc dodging.
Suggested Upgrades:

155
Dalan Oberos is the only ship in the game that can perform a Talan Roll facing off of
a bank template, which grants him and completely unique movement option.
Suggested Upgrades:

Xizor seems like he has a weak pilot ability, but it actually is quite good for its cost.
Because he has 3 agility, his hit points are more valuable than a ship with less agility.
Therefore, by dumping hits onto a Z-95 or YV-666, you greatly reduce the impact of
the opponent’s attacks. He is best built for being a late game ace.
Suggested Upgrades:

156
Sample Squads
A very straightforward list, these StarVipers joust reasonably and can
Quad StarVipers: 100 pts.
use their positioning actions to great benefit.
4x Black Sun Enforcer
StarViper Mk.II
1x Binayre Pirate
Black Market Slicer Tools

This list is meant to maximize Xizor’s pilot ability. Fly all six ships in
The Prince’s Plans: 99 pts.
5x Binayre Pirate (Z-95 Headhunter) formation, and use Xizor as a late game ace.
1x Prince Xizor
Predator
Autothrusters
Virago
Glitterstim
Sensor Jammer
StarViper Mk.II

Scum 4-Ship List: 100 pts. This list is complex to fly. Use all of your ships relatively aggressively to
1x Palob Godalhi (HWK-290) unleash more damage than you can afford to take.
Blaster Turret
Opportunist
Moldy Crow
Recon Specialist
Black Market Slicer Tools
1x Guri
Inertial Dampeners
Predator
Autothrusters
Sensor Jammer
Virago
StarViper Mk.II
2x Binayre Pirate
Feedback Array

157
Aggressor

Base Size: large


(Light green dependent on upgrades) (The Segnor’s Loop maneuver is symmetrical for both left and right)

IG88s’ Aggressors are the most unique ships in the game. There are no generic
pilots, and each IG-88 pilot has the same squad point cost. Each ship has the boost
action (unique to a large base ship), three agility (also unique to a large base ship),
and an expansive upgrade bar. All this upside is offset by its forward firing arc. The
Ig-88s are very difficult to fly, as keeping their large base forward firing arcs in arc is
not easy, as is trying to arc dodge at the same time. In addition, the IG-2000 title
allows two “bro-bots” to link their abilities across both ships. It is best to fly the
Aggressor as an arc dodger, but with only six PS, it needs to be able to function
without as good of an arc dodging ability as well. Each IG has its own strengths and
weaknesses, so learning how to combine their abilities and utilize them properly are
necessary to succeed with them.
Ship specific Upgrades:

158
Suggested Upgrades:

IG-88A is very effective versus swarm lists. Recovering even one or two shields over
the course of a game can be an immense swing, especially with three agility.

159
IG88-B’s ability is the most popular, as it is the most straightforward ability among
the four droids. Having a built in gunner effect is very good.

Action economy is always strong, and that’s exactly what IG88-C has going for it.

Ig-88D can be deceptively powerful, as modifying the segnor’s loop on both


Aggressors makes two “bro-bots” very elusive.

160
Sample Squads
Try and stay in the range 3 band as long as possible with these bro-
Bro-Bot Shifty: 100 pts.
bots.
1x IG-88B
Push the Limit
Advanced Sensors
Ion Cannon
Glitterstim
Autothrusters
IG-2000
1x IG-88C
Push the Limit
Advanced Sensors
Mangler Cannon
Glitterstim
Autothrusters
IG-2000

Bro-Bot Hammer: 100 pts. This Bro-Bot Brew loves to smash enemy swarms.
1x IG-88B
Trick Shot
Fire-Control System
Heavy Laser Cannon
Glitterstim
Autothrusters
IG-2000
1x IG-88A
Crackshot
Fire-Control System
Heavy Laser Cannon
Glitterstim
Autothrusters
IG-2000

Bounty Hunter Bros: 100 pts.


1x IG-88B IG88-B is one of the few Aggressor pilots can easily be flown alongside
Crackshot another non-Aggressor ship, due to his/its raw efficiency.
Fire-Control System
Heavy Laser Cannon
Glitterstim
Autothrusters
IG-2000
1x Boba Fett (Firespray-31)
Fearlessness
IG-88D
Heavy Laser Cannon
Glitterstim 161
Slave I
Long-Range Scanners
Kihraxz Fighter

Base Size: small

The Kihraxz Fighter is the Scum’s version of the X-Wing. The Kihraxz is similar in jousting efficiency to an X-wing, but it
has the illicit slot and is a better knife fighter. The Kihraxz has a stronger dial overall, but lacks the 3-speed turn.
Importantly, the Kihraxz is slightly over-costed, so in order to get the most value out of this ship, it is necessary to equip
the Vaksai title, which allows the ship to [at minimum] take a bunch of 1 cost upgrades for free. The best use for a
Kihraxz is in squads that really need a mid-twenty cost ship to round out their list. That being said, the Kihraxz is a good
knife-fighter that maneuvers well in the range 1 band. Access to the illicit upgrade gives a lot of utility to the ship as a
whole. The Black Sun Ace generic pilot can be a very valuable addition to a squad with its high PS and EPT. The Kihraxz
will melt to concentrated firepower, so it is important to have more threatening members of your squad to draw fire
away from the Kihraxz.
Specific Ship Upgrade:

162
Suggested Generic Upgrades:

Captain Jostero is an interesting pilot that encourages the use of unique upgrades
that deal damage.
Suggested Upgrades:

Graz is a decent jouster, as long as his ability triggers. Without an EPT though, he is
not very impressive.
Errata: Graz the Hunter gains an EPT. He is ineffective without one.
Suggested Upgrades:

163
Viktor encourages the use of some oft-neglected upgrades. His ability is active at
range 3, and works best when he is the only target for the opponent at this range.
Suggested Upgrades:

Talonbane Cobra is a solid pilot. His ability is very strong, and he is at his best in the
range 1 band and also very good in the range 3 band.
Suggested Upgrades:

Sample Squads
This list is not exceptional by any means, but it boasts a lot of
Marauder Assault: 99 pts.
firepower and is highly effective against 2-ship lists if the Kihraxzes
5x Cartel Marauders
Vaksai can keep the enemy in arc.
XX-23 S-Thread Tracers
Munitions Failsafe
Guidance Chips
Inertial Dampeners

164
Loaded Talonbane: 99 pts. Old Teroch and the YV-666 punish aces. Talonbane always hits like a
1x Trandoshan Slaver (YV-666) truck.
Zuckuss
4-LOM
Dengar
Maneuvering Fins
1x Talonbane Cobra
Glitterstim
Crackshot
Vectored Thrusters
Vaksai
Munitions Failsafe
Engine Upgrade
XX-23 S-Thread Tracers
1x Old Teroch (Protectorate Starfighter)
Push the Limit
Autothrusters
Concord Dawn Protector

Contracted Scouts: 100 pts. The Scouts can hit really hard, especially if the opponent needs to
1x Viktor Hel concentrate firepower on Vikor, which they will want to avoid doing
Expose to avoid his stress..
Inertial Dampeners
Vaksai
Stealth Device
Guidance Chips
XX-23 S-Thread Tracers
Pulsed Ray Shield
2x Contracted Scouts (JumpMaster 5000)
K4 Security Droid
Guidance Chips
Plasma Torpedoes
Extra Munitions
Crackshot

165
YV-666

Base Size: large (axillary forward 180 degree firing arcs)


(The red square is a zero speed maneuver)
The YV-666 is the Scum version of the Lambda Space Cow. The YV-666 has a slightly
better dial, more hit points, and a higher point cost. The YV-666 also has two
auxiliary firing arcs which forms a 180 degree arc in the front half of the ship. Also,
having three crew upgrade slots and an illicit upgrade slot combine with the rest of
the ship’s attributes to make it quite formidable. The YV-666 can be built to hit very
hard, but it also melts to continuous fire. With its unique title, the Hound’s Tooth, it
can deploy a Z-95 onto the battlefield when destroyed. This is quite a bargain, as a 6
point Z-95 is incredibly cheap; however, its squad must be designed to encourage
the opponent to destroy the YV-666 as fast as possible to get the maximum benefit
out of the Z-95. The YV-666 also has access to the Maneuvering Fins modification,
which if an Engine Upgrade is too expensive for the list, is a good alternative to help
with positioning.
Ship Specific Upgrades:

Suggested Generic Upgrades:

166
Latts is good with Weapons Engineer, as Latts can support the rest of your squad. An
EPT would have helped a lot here, but it is still a fine ship.
Suggested Upgrades:

Moralo Eval has a very strong ability. He obviously does not work the best with the
Hound’s Tooth title. He can form the foundation for the rest of your squad.
Suggested Upgrade:

The fearsome trandoshan Bossk has a very strong ability. Abilities that amplify his
effect are best.
Suggested Upgrades:

167
Sample Squads
Make sure to fire with Ketsu Onyo first to cripple an enemy ship with
Bossk Drives the Party Bus: 100 pts.
tractor beam tokens before decimating it with the rest of your squad.
1x Bossk
4-LOM
Zuckuss
Dengar
Crack Shot
“Mangler” Cannon
1x Ketsu Onyo (Lancer-Class Pursuit Craft)
Crack Shot
Shawdow Caster
1x Binayre Pirate (Z-95 Headhunter)
Black Market Slicer Tools

This list utilizes two hard-hitting Bounty Hunters


Bounty Hunter Bros: 100 pts.
1x Moralo Eval
Heavy Laser Cannon
Black Market Slicer Tools
4-LOM
Zuckuss
Dengar
1x Boba Fett (Firespray-31)
Heavy Laser Cannon
Recon Specialist
Glitterstim
Outmaneuver
Slave I
Long-Range Scanners

Trandoshan Menace: 100 pts.


The Slaver is a frightening ship, but 4-LOM and Guri are no less
1x Trandoshan Slaver
Boba Fett intimidating. Also try putting 4-LOM and Zuckuss on the Trandoshan
Greedo Slaver instead of Boba Fett and Greedo.
Tactician
1x 4-LOM (G-1A Starfighter)
Zuckuss
Mist Hunter
Tractor Beam
Electronic Baffle
Push the Limit
1x Guri (StarViper)
Push the Limit
Virago
Autothrusters
Cloaking Device
StarViper Mk.II

168
G-1A Starfighter

Base Size: small


(Light green dependent on upgrades)

The G-1A Starfighter is a heavy assault fighter similar to the Rebel B-wing. The G-1A Starfighter is highly customizable
with access to crew, sensor, and illicit upgrade slots, and the ship is usually at its best when implementing these
interactions. While the G-1A Starfighter is an efficient jouster, it is not without downsides. It’s maneuver dial is poor and
predicable, and without superior maneuvering abilities, it can be easily flanked. The generic G-1A Starfighters also pay a
premium for its naturally higher PS, they are sometimes inefficient if the opponent plays higher PS. The unique title
Misthunter grants the barrel roll action to the G-1A Starfighter, granting some more maneuverability to the ship, as well
as equipping a tractor beam. Because of the Misthunter title and its effectiveness, most scum squads tend to field only
one G-1A Starfighter.
Errata: Reduce the cost of the Mist Hunter title to -1.
Ship Specific Upgrade(s):

169
Suggested Generic Upgrades:

4-Lom is an excellent control pilot. His ability can be absolutely crippling to action
dependent aces. The trick is making the rest of more squad more dangerous than
him, so that 4-Lom stays in play as long as possible.
Suggested Upgrades:

Zuckuss is a fearsome G-1A Starfighter. Paired with 4-Lom, Zuckuss can unleash a
terrifying amount of attack dice.
Suggested Upgrades:

170
Sample Squads
This list is very good for teaching range control and how the G-1A
4x Tactician: 100 pts.
Starfighter flies.
3x Ruthless Freelancer
Tactician
Collision Detector
1x Ruthless Freelancer
Tactician
Collision Detector
Mist Hunter
Tractor Beam
Black Market Slicer Tools

Zuckuss and Bossk Strike Back: 100 pts. Zuckuss is a little tricky to fly effectively, but once mastered, he can be
1x Zuckuss quite fearsome. Just make sure to keep N’Dru Suhlak far enough away
4-LOM from the rest of your squad.
Fire-Control System
Cloaking Device
Mist Hunter
Tractor Beam
1x N’Dru Suhlak (Z-95 Headhunter)
Cluster Missiles
Glitterstim
Lone Wolf
Guidance Chips
1x Bossk (YV-666)
Calculation
Boba Fett
Greedo
Dengar
Maneuvering Fins

Super 4-LOM: 100 pts. 4-LOM and Asajj Ventress unless terribly powerful control
1x 4-LOM shenanegans onto the opponent, especially with the ion control from
Collision Detector the Y-Wing.
Crack Shot
Zuckuss
Mist Hunter
Tractor Beam
1x Asajj Ventress (Lancer-Class Pursuit Craft)
Push the Limit
Shadow Caster
Gyroscopic Targeting
Rigged Cargo Shute
Latts Razzi
1x Syndicate Thug
Ion Cannon Turret

171
JumpMaster 5000

Base Size: large (forward firing arc with PWT)


(Light green dependent on upgrades)
The JumpMaster 5000 is one of the most customizable ships in the game. It is also
the only ship in the game to have an asymmetrical maneuver dial which allows the
ship greater maneuverability when going to the left. The JumpMaster has a wide
variety of builds including ordnance carrier, “fat” turret, support ship, and/or tank.
This versatility is mostly due to its expansive upgrade bar, being the only ship in the
game that has the salvaged astromech upgrade slot alongside crew and illicit
upgrades. In addition to its excellent (if not unorthodox) maneuver dial, the
Jumpmaster has access to the barrel roll action, granting the ship greater
positioning options. The Contracted Scout is a very cost effective platform for a
variety of builds especially due to its EPT, but without upgrades, its two dice attack
is not very effective. Fortunately, the unique title allows the JumpMaster to
increase its primary weapon dice by one. While this title is stronger on the higher PS
JumpMasters, the Punishing One title can definitely make up for its high cost.
Errata: Increase the point costs of all pilots without the Punishing One title
equipped, by 2. This change is meant to help realign its cost.
Ship Specific Upgrades:

Suggested Generic Upgrades:

172
Manaroo is the best platform for a support-based JumpMaster 5000. It’s important
to note that Manaroo even moves red target lock tokens.
Errata: Manaroo’s text should read: “At the start of the Combat Phase, you may
assign all focus, evade, and target lock tokens assigned to you to another friendly
ship at range 1.
Suggested Upgrades:

Tel Trevura is a very tanky pilot. His ability grants him a lot of resiliency.
Suggested Upgrades:

173
Dengar is a formidable pilot. He is the most fearsome JumpMaster pilot, and his
ability can often scare enemy ships from even choosing to attack him.
Errata: Change his ability to “Once per round after defending, if the attacker is
inside your firing arc, if Dengar is not stressed, you may receive one stress token to
perform an attack against that ship.” This makes his ability more fair.
Suggested Upgrades:

Sample Squads
Use the Bumpmaster (the one with Intelligence Agent) to jam up
The Bumpmaster: 100 pts.
enemy formations and use aces to smash the blocked ship(s).
1x Contracted Scout
Intelligence Agent
Feedback Array
Intimidation
Ion Projector
Unhinged Astromech
1x Guri (StarViper)
Virago
Push the Limit
Autothrusters
Sensor Jammer
StarViper Mk.II
1x Kad Solus (Protectorate Starfighter)
Adaptability
Concord Dawn Protector
Autothrusters

Featuring Dengar: 100 pts. Have Dengar pound the main enemy force, while Nym peppers the
1x Dengar opponent from a distance and/or swoops in to bomb the opponent.
Lone Wolf
Punishing One
Unhinged Astromech
K4 Security Droid
Burnout SLAM
1x Captain Nym
Adaptability
Cad Bane
Twin Laser Turret
Bomblet Generator
Engine Upgrade 174
Tel is a typical “fat PWT,” shrugging off damage better than most
Featuring Tel Trevura: 99 pts.
1x Tel Trevura ships. Use Old Teroch and the Quadjumper to control and harass the
Push the Limit enemy with frustrating effects.
“Gonk”
Unhinged Astromech
Hull Upgrade
Punishing One
Inertial Dampeners
1x Old Teroch (Protectorate Starfighter)
Push the Limit
Concord Dawn Protector
Autothrusters
1x Jakku Gunrunner (Quadjumper)
Spacetug Tractor Array

175
Protectorate Starfighter

Base Size: small


(Light green dependent on upgrades)

The Protectorate Starfighter is the Scum’s premier Arc-Dodger class ship, similar to the Rebel’s A-wing and the Imperial’s
TIE Interceptor. The Protectorate Starfighter has the fewest green maneuvers of those three ships, but it has access to
two 2-speed talon rolls, which definitely compensates for the loss of green maneuvers at higher speeds. This ship is very
attuned to utilizing Push the Limit, much more than most other Scum ships. One facet of the Protectorate Starfighter is
that it has access to a title that grants it additional defenses when jousting an enemy ship at range 1, which is
thematically called the Concordia Face Off maneuver. While the title does cost one point, it allows the Protectorate
Starfighter to shift between a pure arc-dodger to a make-shift jouster when the game-state allows it. As with other
interceptor-type ships, the Protectorate Starfighter is very fragile, and wilts under sustained fire. Even though its title
grants it some protection when jousting, it should only do so when necessary and only against one ship at a time, as a
bad stroke of luck can result in the Protectorate Starfighter taking some heavy damage. Also, without access to the
evade action, the Protectorate Starfighter tends to be the more aggressive of the three faction’s interceptor-type ships,
leveraging superior positioning and its title instead of sitting behind a stack of defense tokens. Both its PS 3 and PS 5
generic pilots have an EPT, which makes them effective users of Push the Limit. The PS 1 pilot can be an effective
blocker.
Ship Specific Upgrades:

176
Suggested Generic Upgrades:

Kad Solus loves to execute red maneuvers. This makes the Talon Roll maneuver a
common choice for him. Because he often wants to do red maneuvers, Push the
Limit is not a great choice for him.
Suggested Upgrades:

A very solid control pilot, Old Teroch can absolutely wreck “Ace”-type pilots by
smashing all of their evade and focus tokens. The fact that he is only PS 7 keeps his
power in check, as most “Aces” have higher PS than him, but he creates a bubble of
fear around him that forces the opponent to make radical course corrections, which
can be exploited.
Suggested Upgrades:

177
Fenn Rau is a fearsome predator rivaling such barons as noteworthy as Soontir Fel
and Darth Vader. He becomes incredibly deadly at range 1, especially when utilizing
the Concord Dawn Protector title.
Suggested Upgrades:

Sample Squads
This list is great for learning the Protector Starfighter. It preys on
Concord Dawn Elite Response Team: 100 pts.
low PS lists, and the Z-95 helps a lot against Push the Limit Aces.
3x Concord Dawn Ace
Push the Limit
Concord Dawn Protector
Autothrusters
1x Binayre Pirate (Z-95 Headhunter)
Black Market Slicer Tools
XX-23 S-Thread Tracers

Old Teroch’s Crumugery: 100 pts. This list combines the anti-“Ace” hatred of Old Teroch with the hard
1x Old Teroch hitting firepower of the Sycks.
Push the Limit
Concord Dawn Protector
Autothrusters
3x Cartel Spacer (M-1A Interceptor)
“Heavy Syck” Interceptor
Heavy Laser Cannon

178
Fenn Rau and Drea Renthal hit like trucks, and are likely to draw
Another “Ace” Hunter with Fenn Rau: 100 pts.
1x Fenn Rau the attention of the opponent first. Make sure to utilize the
Push the Limit Scurrg to fracture enemy formations.
Autothrusters
Concord Dawn Protector
1x Drea Renthal (Y-wing)
Proton Torpedoes
Extra Munitions
R4-B11
Guidance Chips
1x Sol Sixxa (Scurrg H-6 Bomber)
Adhenaline Rush
Cad Bane
Extra Munitions
Cluster Mines
Long-Range Scanners

179
Lancer-Class Pursuit Craft

Base Size: large (forward firing arc with Mobile Firing Arc)
The Lancer-Class Pursuit Craft is the only ship in the game currently to have a mobile
firing arc and the “rotate arc” action. This ship functions best when patrolling the
perimeter of the battlefield, keeping its mobile firing arc facing towards the middle.
This ship also moves very fast, with most of its green maneuvers being 3 speed. The
Lancer-Class Pursuit Craft is the only ship to have access to two illicit slots, which
allows the ship to have a number of unique customizability options. In addition, the
Lancer-Class Pursuit Craft’s unique title, the Shadow Caster, assigns tractor beam
tokens to the enemy ship. This ship equipped with its title tends to operate best
when it is the highest PS ship in the squad. This ship also has a unique modification
that allows the ship to rotate its mobile firing arc for free at the end of the turn. The
Lancer-Class Pursuit Craft has a few weaknesses, of course, which are similar to
most PWT weakness. This ship wants to avoid as much fire as possible, as it does not
do well under sustained fire, but it lacks any repositioning actions, which are less
good on this ship as the highest PS pilot is a 7.
Errata: If the mobile firing arc is not forward, primary weapon attacks cannot be
used out of the primary firing arc. This is to account for the fact that this ship is under-costed by about 4 points.
Ship Specific Upgrades:

Suggested Generic Upgrades:

180
Sabine is a solid pilot. She gains a lot of resiliency from gaining a free focus die to
her defensive rolls when she has her mobile firing arc facing the opponent.
Suggested Upgrades:

Asajj Ventress is a scary pilot, especially against targets that hate being stressed, or
those that depend on actions more heavily than other ships.
Suggested Upgrades:

Ketsu Onyo is another fearsome Shadow Caster pilot. Her ability can be
backbreaking to enemy ships that venture to close to her.
Suggested Upgrades:

181
Sample Squads
Use Sabine as a tanky version of the Shadow Caster, and have
Sabine the Bounty Hunter: 100 pts.
Zuckuss and the Z-95s tear up their jousting component and their
1x Sabine Wren
Recon Specialist “Aces.”
Rigged Cargo Chute
Gyroscopic Targeting
Glitterstim
2x Binayre Pirate (Z-95 Headhunter)
Black Market Slicer Tools
1x Zuckuss (G-1A Starfighter)
Crack Shot
4-LOM
Electronic Baffle
Inertial Dampeners
Misthunter
Tractor Beam

Paratanni: 100 pts. Asajj Ventress and Fenn Rau are extremely threatening in this list.
1x Asajj Ventress Use Asajj as a harassing tank that shreds opponent’s formations and
Push the Limit
aces. Fenn Rau is your late-game powerhouse, and Manaroo feeds
Saboteur
1x Fenn Rau (Protectorate Starfighter) actions to the rest of your squad.
Attani Mindlink
Concord Dawn Protector
1x Manaroo (JumpMaster 5000)
Attani Mindlink
Saboteur

Featuring Ketsu Onyo: 100 pts. Ketsu Onyo punishes her targets with perpetual tractor beams. The
1x Ketsu Onyo party bus (the YV-666) can shred the ships that are tractor beamed,
Push the Limit and the lone Z-95 is great for blocking and for “Ace” management.
K4 Security Droid
Rigged Cargo Chute
Shadow Caster
Gyroscopic Targeting
1x Trandoshan Slaver (YV-666)
Dengar
Zuckuss
4-LOM
Ion Projector
1x Binayre Pirate (Z-95 Headhunter)
Black Market Slicer Tools

182
Quadjumper

Base Size: small


The Quadjumper is one of the game’s most unique ships. In addition to its strange,
bulbous appearance, it also has the only backwards maneuvers in the game. It also
is the only ship in the game to sport 1 speed turn maneuvers and 1 speed forward
maneuver, but lack the 1 speed bank maneuvers. The Quadjumper is highly
customizable, to match its unique maneuvering abilities. This ship is often used as a
light control ship, as it is very cheap, and its upgrade options allow for it to function
in a support role. The best example of this is its Quadjumper-only modification that
allows the ship to be able to assign tractor beam tokens to another ship in arc at
range 1. This grants the ship a fearsome presence on the battlefield, as enemies will
not want to get caught in that tractor beam at an inopportune time (you can also
tractor beam your own ships). That being said, the Quadjumper is not very durable,
and does not pack much of a punch, so it is important to make sure that the other
elements of your squad are more threatening than the Quadjumper. The best
Quadjumpers are also usually kept cheap with few upgrades.

Ship Specific Upgrades:

Suggested Generic Upgrades:

183
Unkar Plutt is an excellent blocker. He is at his best when he is jamming himself into
enemy formations. Combined with Spacetug Tractor Array, he can be incredibly
pesky.
Suggested Upgrades:

Sarco Plank is a pilot who is in the wrong ship. Sarco would be much stronger on a
faster ship, but being stuck in a Quadjumper, he is a little underwhelming, although
if he is flying at high speeds consistently, his ability can be worth it.
Suggested Upgrades:

Zuvio is the elite Quadjumper pilot, and he excels at bombing. It is best to run him
as light as possible, to help him keep a low profile and to deter enemy attackers.
Suggested Upgrades:

184
Sample Squads

Tug Boat Crew: 100 pts. This list uses the control elements offered by the two Quadjumpers
2x Jakku Gunrunner and 4-LOM’s stress-dealing abilities to suppress enemy squads
Pattern Analyzer while Old Teroch pounds enemy ships, using his own version of
Spacetug Tractor Array
control.
1x Old Teroch (Protectorate Starfighter)
Push the Limit
Concord Dawn Protector
Autothrusters
1x 4-LOM (G-1A Starfighter)
Push the Limit
Zuckuss
Mist Hunter
Tractor Beam
Electronic Baffle

Featuring Unkar Plutt: 100 pts. Bossk and Fenn Rau hit like trucks, and are huge threats that the
1x Unkar Plutt opponent needs to address quickly. While that is happening, use
Spacetug Tractor Array Unkar Plutt to harass the opponent as well as helping reduce the
Primed Thrusters stress on your other ships, especially Bossk’s Zuckuss crew.
Inspiring Recruit
1x Bossk (YV-666)
Fearlessness
4-LOM
Zuckuss
Dengar
Guidance Chips
Cluster Missiles
1x Fenn Rau (Protectorate Starfighter)
Push the Limit
Concord Dawn Protector
Autothrusters

Constable and Unkar: 100 pts. These two Quadjumpers are a little overloaded, but they excel at
1x Unkar Plutt
punishing stressed ships, which is exactly what Asajj Ventress aims
BoShek
to accomplish.
Black Market Slicer Tools
Spacetug Tractor Array
1x Constable Zuvio
Fearlessness
Proximity Mines
Pattern Analyzer
Scavenger Crane
Bombardier
Black Market Slicer Tools
1x Asajj Ventress (Lancer-Class Pursuit Craft)
Expertise
Ketsu Onyo
Black Market Slicer Tools 185
Rigged Cargo Chute
Shadow Caster
Gyroscopic Targeting
Scurrg H-6 Bomber

Base Size: small

The Scurrg H-6 Bomber is a very versatile ship. It is adept as a jouster, bomber, and/or turret It is worth noting that the
Scurrg does not have a K-Turn, but instead has two, three speed Talon Roll Maneuvers. The Scurrg H-6 Bomber’s
greatest strength lies in his expansive upgrade bar, allowing for operating as a turret, heavy bomber, ordnance carrier,
or just as a well-rounded fighter. The Havoc title also allows for even more upgrade bar customization, allowing access
to some of the Salvaged Astromech upgrade cards. The Scurrg can be kitted out with a lot of upgrades, but it is
important to not get carried away with putting too many upgrades on the same ship, especially at lower PS. The
Karthakk Pirate is effect as a blocker and bomber, while the Lok Revenant gains an EPT and a PS bump for two additional
point.
Ship Specific Upgrades:

186
Suggested Generic Upgrades:

Sol is a strong bomber. She is able to swing to the side of approaching enemies to
unleash her bomb arsenal.
Suggested Upgrades:

Captain Nym is a very strong pilot, especially when equipped with the Bomblet
Generator. He can be incredibly fearsome, but he is not capable of taking too much
fire, so it’s important to have a threatening squad-mate or two.
Suggested Upgrades:

187
Sample Squads
The Kihraxz Fighters form a strong jousting component, while Nym
Captain Nym’s Strike Force: 100 pts.
can threaten both longe range and short range targets.
1x Captain Nym
Adaptability
Twin Laser Turret
Havoc
Genius
Collision Detector
Bomblet Generator
Long-Range Scanners
3x Cartel Marauder (Kihraxz Fighter)
Vaksai
XX-23 S-Thread Tracers
Inertial Dampeners
Munitions Failsafe
Guidance Chips

Revenant Assault Team: 100 pts. Use this list to get used to how the Scurrg H-6 Bomber flies, as well
1x Lok Revenant as getting practice with range control and using ordnance.
Crack Shot
Extra Munitions
Concussion Missiles
Saboteur
Long-Range Scanners
1x Lok Revenant
Crack Shot
Extra Munitions
Concussion Missiles
Zuckuss
Long-Range Scanners
1x Lok Revenant
Crack Shot
Extra Munitions
Concussion Missiles
Havoc
Collision Detector
Long-Range Scanners

Revenant Assault Team: 100 pts. Use Sol Sixxa to get up close and personal with the opponent’s
1x Sol Sixxa formation, while the Tansarii Point Veterans pound the enemy ships
Push the Limit from range 3.
Dorsal Turret
Extra Munitions
Conner Net
Cluster Mines
Cad Bane
2x Tansarii Point Veteran (M3-A Interceptor)
“Heavy Scyk” Interceptor
Heavy Laser Cannon 188
Attanni Mindlink
Upgrade Card Overview
This section outlines the plethora of upgrade options available to the player in X-Wing. The selection process
can be overwhelming, so while suggested upgrades are listed in the ship/pilot overviews, this section breaks
down each upgrade more specifically. Upgrades will be grouped by type. Errata is present for some upgrades.
Upgrades receive a rating based on their prevalence. A rating of 0 squares means the upgrade is terrible and
should never be used. A Rating of 1 square means the upgrade is very niche and should be used sparingly or
with a specific purpose or for a specific pilot. A rating of 2 squares means the upgrade is generally useful and
definitely deserves consideration depending on the situation. A rating of 3 means the upgrade is prevalent where
it is possible for it to be played, and it should be considered routinely when building a squad. Errata listed in
red indicates errata that is official by FFG.

EPTs (Elite Pilot Talents):


The EPT upgrade type is a versatile category usually reserved for higher PS pilots. Most EPTs have something to do with
dice modification and/or positioning ability, but EPTs cover a very wide range of effects that are hard to categorize.

As a zero cost EPT upgrade, A Score to Settle always deserves consideration


in the same camp as Adaptability and Trick Shot. A Score to Settle works
best when paired with effects that work with critical hits. This upgrade is
also a little better on ships that are the less favored target in your squad,
because you want the A Debt to Pay condition to have the least impact on
your ship.

Adaptability is special because it is a 0 cost upgrade. The other 0 cost EPTs


are Trick Shot, and A Score to Settle, which can be stronger overall if you
don’t have a specific need to increase or decrease your PS. Sometimes
though, there is a benefit in having ships within the same squad having
Identical PS, so use Adaptability if it can be arranged that way. While the
increase PS side is usually preferred, the decrease PS option can be useful for
blocking or matching the PS of another ship in your squad.

Adrenaline Rush is a niche upgrade. It is definitely useful, but the EPT is a precious slot, and often
there can be a better way to spend that point, like Crack Shot (EPT). That does not mean to say
that this card is bad. When used effectively, a red maneuver turning into a white one can
completely swing a game. Consider this card on ships that don’t like to be stressed, but have a
decent number of red maneuvers. It also is a worthy choice on a TIE Shuttle Tomax Bren (TIE
Bomber)

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This is a very unique upgrade, granted only to the Scum faction. While the downside seems harsh,
it is not really that bad, as only one stress token can be assigned to the ship at a time. The best
way to utilize this card is to have multiple ships with the same PS equipped with this card (usually
this works best with EPT generics) and to stagger the maneuvers of the ships so that the ship to
perform a red maneuver can move last. Lastly, Attanni Mindlink assigns a focus token, which is
not a focus action, which gets around action limitations.
Errata: It’s text gains: “Limit 2 per squad.” This is to keep its cost in line with its power level.

Bodyguard is not a very useful upgrade. It works best on pilots that can generate extra focus
tokens like HWK-290s equipped with the Moldy Crow title. The key is making sure that the ships
you are protecting with this are going to be attacked by the enemy, which can be difficult both in
squad building and in gameplay. The range restriction and the PS requirement make you really
have to work hard to get benefit from this ability, and the benefit is not that great. Usually a
better card can be used than Bodyguard, it is not recommended.
Errata: Reduce the cost of Bodyguard to 1. This creates a little more incentive to try and use this
upgrade.

Calculation is a niche upgrade, but it is cheap. Use this upgrade if you have a pilot or upgrade card
equipped to this ship that benefits from getting critical hits, like Bossk (YV-666). Bear in mind, that
when you spend a focus token for this effect, you can only change 1 focus result, so the efficiency
of this card is only worth it if you are getting additional benefits from critical hits.

Cool hand is not a very strong upgrade. Similar in function to Adrenaline Rush (EPT), Cool Hand
behaves worse usually. The only upsides of this card in comparison to Adrenaline Rush include
granting an evade token to a ship that doesn’t have access to one and getting involuntarily
stressed (which is relevant sometimes). For the most part though, there are almost always better
ways to spend 1 point.

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Crack Shot is a fantastic upgrade. It is very efficient at what it does: deal a damage. Crack Shot is
more nuanced than that though. Crack Shot triggers AFTER the opponent spends evade/focus
tokens, so the opponent may spend more tokens than they want to JUST to dissuade the use of
Crack Shot, which is a big deal. Also, Crack Shot gives 2 dice attacks more of a punch, so a great
use for this upgrade is in a swarm of EPT generics with 2 die attacks. Also, Crack Shot can also be
used to great effect with hard-hitting munitions and munitions that have “if this attack hits”
effects. Overall, Crack Shot is a great upgrade and is almost never a waste of a point.

Note: Daredevil has been errataed to have the red maneuver be a white maneuver, and then
the ship receives a stress token instead. This is a very niche upgrade, but it does have some uses.
Basically it is a boost that uses the 1-turn template. This is situationally very good, if the
downsides can be mitigated. There is one pilot who uses this card very well, and his name is Tycho
Celchu (A-wing). Tycho almost completely ignores the down sides of stress, and he can equip
another EPT due to A-Wing Test Pilot (Title). Other than Tycho, Daredevil is usually best avoided.

Deadeye is very effective at allowing lower PS ships with EPTs (like A-wings) fire ordnance. This
upgrade needs to be combined with torpedoes or missiles and Guidance Chips (Modification) for
it to function.
Errata: Small ship only. This errata basically nerfed the [sometimes considered to be] OP
JumpMaster 5000s that would use this in combination with torpedoes and other modifiers to
have an overwhelming alpha strike.

Decoy is very fringe playable. It really only has usefulness when a pilot ability or upgrade needs
very high (or very low) PS in order to operate at maximum effectiveness. The TIE Phantom with
Advanced Cloaking Device (Modification) is the best example of this. Pair a TIE Phantom with
Decoy with an extremely high PS ship. Other than that example, for the most part, Decoy is not
very useful.

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Determination is best with cards that combo with it. “Leebo” (YT-2400) is a great example of this.
“Leebo’s” ability allows some choice when selecting suffered critical damage, and Determination
can just discard it if it is has the Pilot trait. Other than this specific instance though, Determination
is not worth the opportunity cost of another upgrade.

A fringe upgrade, Draw Their Fire is occasionally useful to help protect a critical member or your
squad. For example, a Black Squadron Pilot (TIE Fighter) could run Draw Their Fire to help protect
“Howlrunner” (TIE Fighter). You need a very specific reason to run this upgrade, as there are so
many other great EPTs that are available for 1 point.

Elusiveness is one of the few defensive EPTs in the game. It triggers before the opponent gets a
chance to reroll, so the rerolled die from Elusiveness cannot be rerolled again by the opponent.
Use Elusiveness if a member of your squad is vital to keep alive. Otherwise, the general
effectiveness of Elusiveness is not that great, but since defensive upgrades are hard to come by,
this card has its uses in some specific situations, like on a “Howlrunner” (TIE Fighter) in a TIE
swarm or on Ezra Bridger (Attack Shuttle).

Expert Handling is sometimes useful on a large base ship that also has access to the boost action
in order to increase its positioning ability. Expert Handling also has the added benefit of removing
TLs from the ship which is relevant. There is nothing wrong with Expert Handling, but usually ships
need more firepower than positioning, so sometimes Expert Handing is ignored as a viable option,
but it has its place.

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Expertise is a powerful upgrade. While expensive, it offers exceptional dice modding to a ship’s
attack rolls as long as it is unstressed. A ship equipped with Expertise needs to want to
consistently take an action other than focus in order for this upgrade to be worth its points, as
well as being a ship that is rarely stressed. Expertise combos well with Advanced Proton
Torpedoes. Expertise also works really with with ships that can attack multiple times, such as TIE
Defenders equipped with the TIE/D title.

Expose is an extremely situational upgrade. While cheap, increasing the attack of a ship by 1 is not
as strong (usually) as a focus action. In addition, Expose reduces the ship’s agility by one. This
upgrade is a hard sell, but it has some use on ships without agility, and where other actions can be
taken in addition to Expose. One of the best places for Expose is on a Decimator with
Experimental Interface (Modification).
Errata: Reduce the cost of Expose to 1. This change is to increase the playability of the card, as at 4
points it is horrifically overpriced.

Fearlessness favors aggressive, head-on approaches with the enemy at close range. Adding and
attack die is a HUGE boon, especially for only one point. The downside of course is that you leave
your craft exposed to return fire. Jousters that can consistently do fast maneuvers (with many
greens) or jousters with boost can benefit a lot from this upgrade. That being said, you need to
have a specific plan in place for using this card, as it creates a completely different playstyle for its
equipped ship. Fearlessness also combos well with range 1 missiles and torpedoes.

Intensity is a powerful EPT upgrade, joining the ranks of Push the Limit,
Predator, Juke, Lone Wolf, and the others. It offers an instance of action
economy, while requiring you to have action anti-economy gain that ability
again. It is a neat little trick that works best for hit-and-run style strategies
and pilots. Make sure that the pilot using this upgrade is higher pilot skill
and [preferably] has access to both the barrel roll and boost actions.

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Intimidation is a niche upgrade that works best on pilots that that already want to be bumping
into enemy ships. Sometimes it is hard to use the EPT slot for Intimidation, but when it can be
equipped, when combined with other effects’ desires to bump, Intimidation is worth its points.

Juke is a very solid upgrade. It works best on ships that already have action advantage where they
can get an evade token AND another action. Also, Juke works best on higher PS pilots, as they will
presumably shoot first, use Juke’s ability, and then use the evade token when defending. For this
reason, lower PS pilots have a harder time utilizing Juke.

In the same category as other discard, one point, EPTs, such as Adrenaline Rush and Cool Hand,
Lightning Reflexes is similar to those other two in terms of usefulness. There are times where
turning any maneuver into a K-Turn can be game changing, so it would be foolish to say that
Lightning Reflexes is not strong. However, it can sometimes be hard to justify its inclusion over a
more consistent effect. Lightning Reflexes is definitely worth experimenting with, though, and if
there is an extra point available in your squad, it is worth a try.

Lone Wolf is a very powerful upgrade. Its efficiency is off the charts… when the downside is
mitigated. Lone Wolf is best in two-ship builds where it is easier to keep your ships apart. Also,
Lone Wolf loses a lot of efficiency with ships that only have one evade die, so also keep that in
mind. Lone Wolf should always be on your radar when constructing a two ship list, or even three
ship lists if you are confident in your flying. Lone Wolf is often compared to Push the Limit (EPT),
Predator (EPT), and to a lesser extent, Outmaneuver (EPT).

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Marksmanship is a little over-costed for what it brings to the table. It is really only worth its cost
when a ship it is equipped to can attack multiple times a round, as Marksmanship applies to all of
those attacks, unlike a focus token, which Marksmanship is directly compared to. Without
attacking multiple times a round, Marksmanship is just a three point focus action that is slightly
better when attacking and unusable when defending, which is not very useful. Pilots like Corran
Horn (E-wing) or TIE/D titled TIE Defenders may consider this upgrade. For only one more point, a
ship can equip Expertise (EPT), which is an overall stronger upgrade.

While expensive, Opportunist does not conflict with your action economy, which makes it more
attractive than some of its cheaper alternatives. Opportunist is at its best when you have pilots or
other upgrades that promote the removal or spending of enemy focus and/or evade tokens, like
Wes Jensen (X-wing) and Palob Godalhi (HWK-290). When utilized this way, Opportunist can be
quite powerful.

Outmaneuver is a solid upgrade for maneuverable ships that are good at arc dodging.
Outmaneuver is comparable to Predator (EPT). Outmaneuver performs well with ships that have
axillary firing arcs. Also, reducing the agility of the opponent can be stronger than rerolling attack
dice, as it increases the overall damage output better than a reroll. The work that a pilot needs to
put in to make Outmaneuver work though, is what keeps the card in check. Also, Outmaneuver is
not very useful against ships with zero agility, unless they are at range 3.
Errata: Reduce the cost of Outmaneuver to 2. This is meant to align the power of Outmaneuver
with Predator.

Predator is the staple EPT for delivering consistent damage. All other damage increasing EPTs are
compared directly to Predator. It is doubtful that the game could be balanced if an EPT more
efficient than Predator was printed. Predator is often compared to Push the Limit (EPT) and
sometimes Outmaneuver. Predator tends to favor ships that don’t need multiple actions a turn to
perform well. Predator also increases the versatility of a ship’s available actions, as a pilot is more
willing to perform a positioning action like boost or barrel roll because they know Predator will
help with accuracy. Predator also preys on low PS ships, which is always something to consider
when squad building with PS 1-2.

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Push the Limit is the staple EPT for assisting a ship with action economy. All other action economy
effects are usually compared directly to Push the Limit. The versatility of this upgrade cannot be
understated. The ability to do two actions a turn is invaluable. This is especially true for ships that
have repositioning actions on their action bar, such as barrel roll and boost. Push the Limit allows
ships to use both repositioning actions (if available), or to reposition once without harming their
dice modifying ability (with focus, target lock, and/or evade). Pushing the Limit can also ignore
repositioning and just stack dice modification actions for a huge spike in efficiency. That being
said, Push the Limit’s downside of putting a stress on the ship means that ships without a lot of
green maneuvers should steer clear of this upgrade most of the time. And using Push the Limit
makes your next maneuver more predictable, which is very relevant.

Rage is a powerful upgrade. Rage acts like taking a focus and target lock action for only one
action. Rage also applies the rerolling ability until the end of the round, which works well for ships
that attack more than once a round. Rage is also very inexpensive. Unfortunately, the downside of
generating two stress is a big downside that causes many players/pilots to shy away from this
card. Rage is effective on ships that fire munitions in order to maximize the effectiveness of the
ordnance. Rage is also fantastic on pilots that do not care about stress, such as Tycho Celchu (A-
wing).

Ruthlessness is a very interesting upgrade, as it has a very large upside, with a very large
downside as well. This is the definition of high-risk, high -reward. Therefore, Ruthlessness tends to
not see too much competitive play as it is too risky to rely on as its downside is that your own
ships can take damage from it. However, the effectiveness of Ruthlessness goes way up when
used on a ship that attacks multiple times per round, such as TIE/D titled TIE Defenders. Use at
your own risk.

Selflessness is a niche upgrade, but a powerful one. It is similar to Draw Their Fire (EPT), in that it
can spread out enemy attacks to prevent them from being able to effectively focus fire on your
ships. This card combos with other effects that already do similar things, such as Biggs Darklighter
(T-65 X-wing) or Lowhhrick (Auzituck Gunship).

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Snap Shot is a very strong upgrade for mid-tier PS ships that move before high PS aces. Snap Shot
triggers before the enemy ship can take an action, so Snap Shot is a way to get free damage on
enemy ships. Also, it creates a “No-Fly-Zone” in range one for ships that cannot afford to take the
risk of being damaged. While you cannot modify your attack with Snap Shot, you can add attack
dice with effects or effect the opponent’s defense with effects like Juke (EPT), Jan Ors (HWK-290),
or even effects like Ten Numb (B-wing). Snap Shot IS considered a secondary weapon and it works
even better in multiples.

Intended as a solution to help higher PS pilots back when they were struggling a little against the
efficiency of lower PS ships, Stay on Target has since struggled to find its place. While its ability is
useful and it favors higher PS, it tends to be a trap upgrade, as most of the time, if you are a
strong player, your maneuver will usually be what you want. Therefore, the utility of this upgrade
goes down when the player skill goes up. Push the Limit (EPT) usually fills the same role and is
much more effective and versatile than Stay on Target.

Squad Leader tends to suffer a bit from the fact that your actions on higher PS ships tend to be
much more critical than lower PS ships. Therefore, the ability to pass an action onto a lower PS
ship is not very attractive. There are places where it can be useful, but a better EPT can usually be
found for a similar price point.

Swarm Leader offers an added punch to swarm squads that have a hard time punching through
ships with heavy evade defenses. The more ships in the swarm, the better, and they need to have
the evade action to make use of the EPT. While it does have a few restrictions, being able to
increase an attack value by 2 can be extremely powerful. The trick is to make sure that the ships
that spend their evade tokens need to be facing the enemy the ship that Swarm Leader also has
in arc.

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While not the most amazing upgrade, in a swarm build, Swarm Tactics can be used to elevate the
PS of multiple low PS ships so that they all fire early in the combat phase. Swarm Tactics combos
from one ship to another if multiple Swarm Tactics are in the same squad, and it is effective to
chain multiple ships together with Swarm Tactics. This tactic is rather niche and has fallen out of
favor recently, but it can still be effective.

Trick Shot is extremely powerful, mostly due to the fact that it is a free upgrade. Since attack dice
are stronger than defense dice AND that increasing the dice count of an attack increases the
variance of damage, this upgrade is deceptively powerful. Adaptability and A Score to Settle are
the only other EPTs that are zero points, so use Trick Shot when PS or critical hits are not very
important to your list/squad. Trick Shot is more effective on turret ships as they can exploit
obstacles more effectively.

Veteran Instincts is a deceptively powerful upgrade. It is most useful on “Ace” type ships that
favor repositioning actions so that they can see the state of the rest of the board before making
their repositioning decisions. There are also multiple effects that work better at higher PS, such as
Advanced Cloaking Device (Modification) and Tractor Beam (Cannon). Veteran Instincts is more of
an insurance upgrade. Sometimes it will have no effect on the game, but other times it can
guarantee that your ace is better than the opponent’s ace.

Wingman is an underappreciated upgrade that is oft forgotten. Some effects have stress as a
downside of the ability, like Push the Limit (EPT) and Rage (EPT). Wingman can really help in
mitigating that downside, especially in your squad already likes to fly in formation. It is important
to keep this upgrade in mind when building your list with stress-downsides. However, it can be
hard to justify this card especially since it takes up an EPT for another ship and it has a range one
restriction. For that reason, it does not see a ton of play.

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Wired is an interesting card. It is a dice modifying card, which is always powerful and should be
considered when building a squad. It is useful on cards that become stressed naturally AND do not
get a focus token easily. These effects are not very common, but they do exist, such as “Zeta
Leader” (TIE/fo Fighter) equipped with Weapons Guidance (Tech). If a pilot likes to be stressed,
make sure you consider Wired for his EPT.

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Astromech Droid
This upgrade type tends to be in the “support” category. Astromechs tend to have quirky and unique effects that
synergize well with specific pilots and effects. They are often radically change the function of the ship it is equipped to or
streamlines its efficiency. Also, Astromechs are only available to the Rebel faction.

BB-8 offers pilots the ability to take pre-movement repositioning actions. This is exceptionally
powerful on higher PS pilots that already favor repositioning effects due to their high PS. BB-8 also
does not cost an action to utilize. However, it does require a green maneuver to use, which does
hamper his utility depending on the maneuver dial of the ship it is equipped to.

M9-G8 is a strong upgrade for ships that do not have much of a desire to use rerolls and/or target
locks. The versatility of using the target lock on an allied ship to augment their attack early in the
game and being able to switch the target to another allied ship or an enemy ship is really strong.
It is a little pricy, but if you can spare the points, it is a universally strong upgrade.

While not flashy, the R2 Astromech radically improves the maneuver dial of the X-wing and Y-wing
ships, which is not to be underestimated. Also, the R2 Astromech tends to be the astromech of
choice when comboing an Astromech upgrade with the Integrated Astromech (Modification)
upgrade for X-wings.

R2-D2 is the baseline when it comes to regenerating effects for the Rebels. While R2-D2 cannot
be equipped to any ship, entire squads can be built around the regenerating ability of R2-D2.
Pilots like Biggs Darklighter (T-65 X-wing), Corran Horn (E-wing), and Poe Dameron (T-70 X-wing)
to name a few can be built with R2-D2’s powerful regenerating effects in mind. Regeneration is
very effecting against low dice attacks, but tend to fail under heavy attacks such as those from
munitions.

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R2-D6 is a niche upgrade that is occasionally useful at granting an EPT to a pilot that does not
normally have access to one. A few X-wing and Y-wing pilots can make use of an EPT, but the
point and slot that R2-D6 takes up are often not worth it, even at only one cost. Integrated
Astromech (Modification) does make R2-D6 more effective though, at least for X-wings.

R2-F2 is a very fringe upgrade card that has only ever found any considerable usefulness on Biggs
Darklighter (T-65 X-wing), where the increase in agility can be maximized to considerable effect.
Even then, there are still plenty of other options for Astromech Droids on Biggs that R2-F2 is rarely
used. Other than for Biggs, R2-F2 is terribly inefficient for three points, and should not be played
at any other time. R2-F2 barely gets the rating of one for its occasional usefulness on Biggs.

The R3 Astromech is a unique concept that ultimately fails to deliver. It is only useful on high PS
pilots, and it relies on rolling a focus result to function AND it most likely reduces the firepower of
the attacker as well, as they can’t use that focus token for attacking. Norra Wexly (ARC-170) is
okay using this Astromech, but even then, it is not very impressive.

The Rebel “Stress-bot” is a formidable Astromech Droid. The “Stress-bot” is deceptively powerful
at inflicting crippling stress upon the opponent, especially “Ace” type pilots who are high PS, high
repositioning ships that tend to rely on Push the Limit (EPT) for their efficiency. While R3-A2 can
be played on a variety of Rebel ships, the best use for it is on a Y-wing equipped with its BTL-A4 Y-
Wing title and a cannon (usually a Twin Laser Turret or an Ion Cannon Turret), which allows R3-A2
to trigger twice a turn. R3-A2 can strike fear into the heart of “Ace” pilots, and the hate the R3-A2
ship creates will enable the rest of your squad to have less attention drawn toward them, which
can be used to your advantage.

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R4-D6 is a deceptively strong upgrade on ships that have low agility values. This Astromech is very
cheap and adds a ton of resiliency to the ship it is equipped to, as long as that ship does not mind
being stressed. R4-D6 is a fantastic defense against torpedoes and missiles. Biggs Darklighter (T-65
X-wing) and most Y-wing pilots can benefit strongly from R4-D6’s added resiliency. On X-wings,
the added resiliency is augmented even more with Integrated Astromech (Modification)

R5-D8 is a very poor card with few practical uses. It requires an action, costs three points, has a
chance to fail, and only works when on facedown damage cards. There are a few fringe cases for
this card on some of the ARC-170s, but even then, this card has many downsides.

R5-K6 is trash. It is a strictly worse Fire-Control System (Systems) upgrade. The fact that it has a
3/8 success rate makes the upgrade unplayable.
Errata: R5-K6 has the following text instead: “After you perform an attack, if you spent a target
lock this phase, you may acquire a target lock on the defender.” This is to align R5-K6 more with
Fire-Control System. Clearly, the designers wanted the effect to be like the newer Fire-Control
System, but they did not make it strong enough.

R5-P9 is another strong Rebel regeneration upgrade card. It can be difficult to hold onto a focus
token throughout the whole round, so this is an upgrade that needs to have the whole squad built
around it. Garven Dreis (T-65 X-wing) and other focus passing ships such as Kyle Katarn (HWK-290)
can help make this card stronger. Poe Dameron (T-70 X-wing) is also specifically built for this
upgrade. Biggs Darklighter (T-65 X-wing) can make use of this upgrade if he gets the focus token
through another ability. This is not a super common upgrade to see, but it is a very powerful one
when included on the right pilot in the right squad.

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A situationally useful card, for only one point, the equipped ship can ignore the downsides of an
obstacle. That is a very powerful ability that is often underappreciated. The problem is that this
Astromech does not combo well with Integrated Astromech (Modification) at least for X-wings,
and Y-wings tend to take R2 Astromech if they can afford a 1 cost upgrade. Therefore it can be
hard to R5-X3 to find a ship to call home. Nonetheless, this card should be considered when
building a squad that has the Astromech upgrade slot, as its effect can be game-changing.

A very niche upgrade, R5 Astromech is only really worth its points on either class of X-wing when
combined with Integrated Astromech (Modification). However, R2 Astromech is usually a stronger
choice. If R2 Astromech is not a good choice though, R5 Astromech is a decent substitution and
does deserve some play sometimes to help reduce the effectiveness of critical damage.

While action efficiency is usually good, this Astromech seems a lot better than it really is. The fact
that the enemy ship has to be within range 1-2 and in-arc makes this effect relatively difficult to
achieve. Also, the fact that the Astromech costs three points means that you are going to be
wanted to get some serious mileage out of this upgrade, which it can be difficult to do. That being
said, if the pilot R7-T1 is equipped to specializes in utilizing target locks in some way, there can be
some more incentive to utilize this upgrade. For the most part though, there are better options
available. This astromech also helps reduce the cost of E-wings.

R7 Astromech only works well with pilots that can acquire target locks on attacking enemy ships
with ease. Tarn Mison (T-65 X-wing) is actually quite strong with this upgrade, but other than him,
R7 Astromech has a hard time finding a place. Tarn’s jousting value gets quite high with R7
Astromech though, so definitely consider pairing this upgrade with him. This astromech also helps
reduce the cost of E-wings.

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Targeting Astromech is generally not extremely useful, as it is too expensive for the occasional
usefulness that it brings to the ship. However, there are some fringe cases for its inclusion in a
squad. For example, “Hobbie” Kilivian becomes a formidable pilot with Targeting Astromech
equipped.

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Salvaged Astromech Droid
This upgrade type tends to be in the “support” category. Salvaged Astromechs tend to have aggressive but unique
effects that synergize well with specific pilots and effects. They are often radically change the function of the ship it is
equipped to or streamlines its efficiency. Also, Salavaged Astromechs are only available to the Scum faction.

“Genius” is only useful on Y-wings that have bombs equipped with the Bomb Loadout (Torpedo)
upgrade. While it is not that amazing of an effect, it costs zero points, so for providing some
versatility in bomb use, it is worth including. It is important to note that whatever ship is dropping
the bomb due to “Genius’s” ability will be most likely suffering the effects of that bomb as well.

The stress caused by Overclocked R4 is a significant downside, but the upgrade is only one point,
so it is easy to squeeze into a list that can utilize it effectively. It is similar in effect to the R4
Agromech, but for half the cost, and with a downside.

R4 Agromech is an efficient way to modify dice during an attack. Unfortunately, spending a focus
BEOFRE gaining the target lock is a sub-optimal way to do those actions, but for only two points,
the R4 Agromech can help make attacks more accurate. Any dice modifying upgrades should
always be considered when squad building. This upgrade combos well with Twin Laser Turret.

R4-B11 is a very unique Salvaged Astromech. Unfortunately, it is a little too expensive to find a
common place in lists. However, Drea Renthal can utilize R4-B11 to maximum effect, especially
when firing torpedoes or utilizing a turret weapon, crippling targets by nerfing their agility dice.
Other than with Drea though, R4-B11 does not do enough for its cost.

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R4-E1 is a useful upgrade, allowing use of torpedo and bomb actions even while stressed. It also
doubles as stress removal. There really isn’t an incredibly strong place for this Salvaged
Astromech upgrade quite yet, but it has some uses, especially for players who are concerned
about stress effects or are looking to build some extra consistency into their combing strategies.

R5-P8 is very strong in a squad with few ships, and equipped to a ship that draws enemy fire and
is relatively resistant to damage. Being able to have a chance to damage an attacker through R5-
P8’s effect is not to be underestimated. Unfortunately, there is a chance for the effect to fail, but
since there is so much upside, this upgrade does make its way into lists.

Basically, a cheaper Shield Upgrade (Modification) that is harder to trigger, Salvaged Astromech is
not a very strong upgrade. There is not an effective use for this card yet, so it should be avoided,
as it does not contribute enough for its cost.

Unhinged Astromech is very similar to its Rebel counterpart R2 Astromech. Changing all of the
speed 3 maneuvers on a ship’s dial is a huge deal, and makes Y-wings and JumpMaster 5000s
have much more versatile dials. This is a very solid card for granting more flexibility in the
maneuvering abilities of those ships.

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Systems
This upgrade type tends to be in the “support” category and represents advanced sensor technology. Usually this results
in damage mitigation or correction of some sort, or effecting maneuvering, or circumventing stress and/or ion effects.

Accuracy Corrector is a very strong card that adds a minimum threshold of consistency to your
attacks. Accuracy Corrector is best on 2-attack ships, so that they are gaining the most out of the
upgrade. Accuracy Corrector loses its effectiveness on ships with 3 or more attack dice, though.
TIE Advanced are great candidates for this upgrade card. In addition, because your attacks will
always be at least 2 damage, this frees up the ship it is equipped to take repositioning actions or
evade actions.

Although this upgrade has fallen from favor in recent history, nonetheless it is still a formidable
upgrade card. Being able to use a reposition action before maneuvering is HUGE. Also, this effect
allows the ship to take an action before doing a stressful maneuver, which would normally
prevent an action. In addition to stress, Advanced Sensors gets around the loss of an action due to
bumping another ship or hitting an obstacle. This upgrade is great for higher PS ships that want to
avoid the loss of action due to getting blocked. Advanced Sensors is a very versatile upgrade that
can also combo well with other cards, like Push the Limit (EPT)

The Advanced Targeting Computer can only be equipped to the TIE Advanced, and in doing so, has
its cost reduced by 4. This effect is very powerful on higher pilot skill TIE Advanced such as Darth
Vader and Maarek Steele, and combos well with cards that trigger off of critical hits. Adding an
automatic critical die to every attack is an amazing ability, and this card should always be
considered on TIE Advanced.

Collision Detector is an amazing upgrade. It allows some versatility to repositioning actions, but it
also ignores all critical damage for obstacles (this is true even for normal maneuvers). This card is
free, so if a ship does not have another systems upgrade already equipped, the Collision Detector
must be included.

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Electronic Baffle is a deceptively strong card. It is very powerful when combined with effects that
cause self-stress or self-ion. For only one point, on the right pilot, Electronic Baffle can be game
changing. Simply using it to remove stress after executing a stressful maneuver can be worth it on
a ship with high hit points. Bear in mind to avoid using Electronic Baffle on ships with high agility
and low hit points, as the damage dealt by this card can be crippling there. Look to try Electronic
Baffle on Lambda-Class Shuttles and unique G-1A Starfighters.

This is a fringe card that is occasionally useful when a ship has a higher PS but wants to gain the
benefits of blocking or to be able to more effectively use mines. While not a bad card, the systems
upgrade slot is usually a highly contested slot, so it can be difficult to fit this upgrade slot on a ship
that it could be useful on simply because other systems upgrades can be so potent.

Fire-Control System is a very action efficient upgrade. Remember that upgrades that modify dice
should always be considered, and Fire-Control System is a strong one. Even though the Target
Lock gained by Fire-Control System cannot be used during the attack it was gained from, it sets up
all following attacks on that ship to have that modification present. Use Fire-Control System to
just amp up a ship’s attack or to help continue firing ordnance at the target (missiles and
torpedoes). Fire-Control System does struggle against enemy squads that have many enemy ships,
as it can be difficult to keep the desired target in sight from round to round.

Minefield Mapper is a niche upgrade that provides some interesting utility with bomb upgrades,
specifically, the mine category of bombs that do not detonate until a collision with a ship. While it
may initatially seem that this upgrade requires you to “waste” bombs, as they are not able to be
dropped directly onto an opponent’s ship when desired, clever placement can funnel the
opponent into kill zones, or risk taking a ton of damage from the mines.

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While there are not very many ships that can equip this upgrade (namely, the VCX-100, Upsilon-
Class Shuttle, and the Lambda-Class Shuttle), this upgrade can be very potent in assisting with the
survivability of the ship. Ships with very low agility and high heath can gain a lot of mileage out of
this card. However, this card loses steam against 2-attack ships, as they will rarely deal 3 damage.

An oft, underappreciated card, Sensor Jammer is excellent at strengthening the resiliency of the
ship it is equipped to. It forces the opponent to spend their focus token when attacking you,
which in turn allows you to attack back against the enemy, and they will not have a focus back for
defense. Also, if the opponent does not have a focus token, sensor jammer simply reduces their
attack roll by one. Use Sensor Jammer to protect high-agility, high value pilots with low hit points,
or low agility targets with very high hit points. The only real downside of Sensor Jammer is its high
cost.

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Tech
This upgrade type represents the shift in technology from the Galactic Civil War era to the era of the New Republic.
These upgrades often offer unique and powerful effects that represent advanced technology.

Comm Relay is a very strong upgrade that combos well with effects that utilize evade tokens. As
long as the ship it is equipped to can take the evade action, the Comm Relay is just a strictly better
Hull Upgrade (Modification). Comm Relay combos really well with Juke (EPT) on higher PS pilots,
offering augmented attack and defense efficiently.

This upgrade is really only good with one pilot: Lieutenant Dormitz (Upsilon-Class Shuttle). This
upgrade allows your squad, with Dormitz to launch a surprise attack with 5-forward speed
maneuvers during the first turn and engage the opponent’s squad on the first round of place,
which is very powerful, but niche.

Pattern Analyzer is similar to Advanced Sensors (Systems) in that it provides a way to take actions
while performing red maneuvers. Being able to take an action before K-Turning is strong and is
definitely worth two points. This upgrade tends to be better on high PS ships that need to
maximize their efficiency during red maneuvers.

Primed Thrusters is strong for ships that have good dice modifications that are action-less, gets
stressed, AND has the boost and/or barrel roll actions. This naturally restricts the card a little, but
for only 1 point, being able to do repositioning actions while being stressed is always going to be
good.

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While often underappreciated, Sensor Cluster greatly increases a ship’s defensive capacity for
only two points. Two-agility ships gain the most from this upgrade, while 3+defense ships don’t
get as much mileage out of it. However, if your squad only has a few ships and you need more
ways to augment the surviability of those ships, Sensor Cluster can be a very effective option.

This upgrade allows a higher PS ship to paint targets for lower PS ships carrying ordnance. It is
another option to help those ships fire their secondary weapons. Targeting Synchronizer can be
quite powerful when paired with effects that automatically generate target locks, such as Fire-
Control System (Systems)

While often underappreciated, Weapons Guidance greatly increases a ship’s offensive capacity for
only two points. Two-attack ships gain the most from this upgrade, while 3+attack ships don’t get
as much mileage out of it. However, if your squad only has a few ships and you need more ways
to augment the offensive power of those ships, Weapons Guidance can be a very effective option.

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Crew
This upgrade type represents various sentient beings that are crew members on board a ship that can carry them. The
crew upgrade type is so varied in terms of the variety of different abilities they grant that many consider the crew
upgrade to be one of the strongest upgrade types in the game, simply due to the synergies, versatility, and power that
they can grant.

4-LOM is a very powerful crew card. For only one point, he can eliminate the enemy’s tokens. This
makes 4-LOM very good against “Ace” type ships, as they rely heavily on their tokens for defense.
4-LOM inflicts an ion token on the ship that it is equipped to, so you need to mitigate the
somehow, by either equipping him to a large base ship or using something like Electronic Baffle
(Systems). Because of the ion token downside, 4-LOM needs to be carefully considered as to
whether it can be equipped to a ship or not. 4-LOM also combos really well with Zuckuss (both his
pilot and crew forms).

Agent Kallus is interesting in that he is both strong in lists that have only a few ships, and he is
strong against lists that only have a few ships. Agent Kallus is best when on a ship that either gets
attacked a lot during a round or if it does not often utilize focus tokens, or if you want to be able
to more freely use repositioning, target lock, or evade actions. Because of all of those factors, it
can be hard to utilize him effectively, but he definitely can find a home in a few places, such as on
board a TIE Phantom.

Baze Malbus is a budget Gunner (crew). He comes in at two fewer squad points, but his second
attack cannot attack the same ship as the first attack. This makes him much less effective than
Gunner, and necessitates his use on a turret ship. He is usable, but if able, pay the extra two
points for Gunner, or four more points for Luke Skywalker (crew), as splitting fire across multiple
ships is not a typically game-winning strategy.

Bistan is a Rebel version of Mercenary Copilot (crew). Mercenary Copilot is not very good, and
Bistan is slightly better, but coming in at two points and taking up the valuable crew slot makes
him a hard sell.

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Boba Fett is a very frightening upgrade, and he is very cheap, so he can be easily fit into a squad.
He is at his best when equipped to a ship that has an easier time dealing critical damage, such as
ships equipped with “Mangler” Cannon, Proton Torpedoes, or Calculation (EPT). His presence in a
list can force the opponent to completely change their behavor towards Boba’s ship, so his
relevance on the battlefield is significant even if he never triggers his effect.

Bodhi is a situationally useful upgrade for lower PS ships that want to be able to acquire target
locks for munitions, but otherwise would have a hard time doing so. Bodhi’s main issue is that he
is a crew, which means that his mediocre ability has a huge opportunity cost of not running
another crew card. He can be used effectively in a few specific squads though.

Bombardier is not very effective. While it can definitely be worth some value on a dedicated
bomber, at the same time, the crew slot is very valuable, and that slot can often be filled by a
stronger alternative. Bombardier is not very expensive, but it can often struggle to be worth the
point it costs to include into a squad, not to mention the opportunity cost.

Boshek is a very unique upgrade. Very effective on lower PS ships, Boshek can create lose-lose
situations for the opponent. The mind games that he creates can prove to be really dehabilitating
to the opponent, as they cannot guarantee they will get the maneuver they want if the ships are
touching. While somewhat difficult to use, BoShek has a profound impact on the game even if he
never triggers.

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Bossk is a strong crew upgrade. He works exceptionally well with Gunner (Crew), as the second
attack you make with Gunner will have the dice modifications from Bossk. Unfortunately, Bossk’s
effect is mandatory, so sometimes you will need to take stress when it does not favor you to do
so. Even with this drawback, though, the raw efficiency of Bossk’s effect makes him worth it in the
right squad. You just need to be careful with that downside by either playing around it or having
some sort of stress mitigation in your squad.

Currently only useful on the Auzituck Gunship (or epic ships), the Breach Specialist has extremely
limited use, as it often is passed over for stronger crew options even on the Auzituck. It is best on
ships that you know the opponent will be focusing fire on, so that you can mitigate the effect that
critical hits will cause.

C-3PO is a very powerful upgrade. His damage mitigation is unparalleled on ships with 1 agility.
Putting him on a YT-1300 or a K-wing is usually the best, but a case can be made for him to be put
onto some tankier ships with 2 agility, such as the YT-2400. With 1 agility ships, you can just guess
zero evade results in order to guarantee a block. Over the course of a round, C-3PO should pay for
himself may times over, as he contributes to the immense resiliency of the ship he is equipped to.
His only real weakness is that sometimes you end up guessing wrong a lot, but even that is not a
huge deal, as you should be rolling well in that case.

Cad is a ruthless addition to any bomb-utilizing squad for the Scum faction. He only works with
the “roll dice” bombs, so you need to take that into account when list building with him. Used
with his correct bombs, Cad Bane can be as lethal as Sabine Wren, and can pose a very real threat
on the battlefield. He is best on ships that have a crew slot as well as bomb slots, but he can be
on any ship in your squad and still grant his bonuses to any bomb dice that you make the
opponent roll.
Errata: Cad Bane does not grant an additional bomb upgrade slot. There is no reason for him to
grant additional bomb slots. He is more than powerful enough without that bonus.

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Cassian Andor is a strong upgrade. He is very useful for blocking ships OR for ships that do not
want to be blocked. He is a skill-testing upgrade, but the key to using him is to narrow down the
opponent’s maneuvers into two different likely options. Prepare for one of them, and then allow
your guess with Cassian Andor to allow you to adjust for the other one.

Crewbacca, as he is sometimes called, is a strictly better Shield Upgrade (Modification). He is


usually best on ships that need a little help improving their resiliency, but also have high agility.
Because he is a crew card, it can be difficult to find a place for him on a ship, as he is also a little
expensive. However, he is often sighted on Attack Shuttles and HWK-290s. His ability can also
trigger whenever you take a damage card (including critical hits) from things other than attacks,
further increasing his usefulness.

While “Chopper’s” ability is not very impressive, he is also zero points, which means that other
than the opportunity cost of not being able to equip another crew upgrade, there is no reason
not to include this upgrade. Therefore, while it is difficult to find a place where you actually build
a list around it, this card sees a lot of play because it is free.

Cikatro provides a lot of versatility to the illicit slot on a ship. While he takes up the coveted crew
slot, due to him costing 0 points, he is definitely worth it in the right configuration, especially with
the more expensive illicit upgrades.

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Darth Vader is an exceptional card when put on the right ship. His ability completely ignores
defense dice, as even if the attack is blocked, you can still trigger Vader’s ability. Vader is best
utilized against low hull, high agility ships, and is at his best when fielded on ships with high hit
points, such as the Lambda-Class Shuttle, VT-49 Decimator, or TIE Shuttle titled TIE Bomber.

While not a bad upgrade, there is almost always a better choice. Dash Rendar only allows his ship
to ignore obstacles during the Combat Phase, so any obstacles hit during the Activation Phase still
inflict their harm on the ship. It is for that reason that Dash does not see much play.

Dengar is a fantastic upgrade; he is basically a crew verison of Predator (EPT), except that his
ability gets better against unique pilots as opposed to PS 1-2 ships. Dengar greatly increases a
ship’s attack capacity, and that is always a strong ability. His only real downside is that because he
is a crew card, the opportunity cost of not having another crew can be high sometimes, but that
does not make him any less effective.

Emperor Palpatine is an amazing crew upgrade. His ability is very undercosted and has no range
limit. His ability can even modify effects originating from non-attack related effects, like that from
Anti-Pursuit Lasers (Modification). His only real downside is that he can only be equipped to ships
that have two crew slots, but that is a minor drawback. His ability works extremely well on a
Lambda-Class Shuttle flown alongside two “Aces” that rely on good dice to stay alive.
Errata: This card should read: “Imperial Only. Once per round, before a friendly ship rolls dice, you
may name a die result. After rolling, you must change 1 of its dice results to the named result.
That die result cannot be modified again.”

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Ezra is an interesting crew upgrade; unfortunately, due to the competition that the crew slot has,
being interesting does not usually get the job done. He is a little on the expensive side for a dice
modification card, and he can be difficult to make work on a ship. Clearly, he is best on a ship that
likes to stress itself, like Ibtisam (B-wing), but he is usually too expensive to be worth inclusion in a
list.

Finn is a deceptive strong card; while it does not fit in very many squads, he works really well with
Rey (YT-1300) and other effects that use rerolls and/or target locks. Whenever an effect increases
the total attack dice of an attack, even if it is a black result, the effect needs to be looked at. That
being said though, outside of Finn’s interaction with Rey, he has a hard time finding a place in a
squad.

Fleet Officer grants two other ships in your squad a free focus token at the cost of your action and
a stress. This can be powerful in ordnance lists that like to fire their missiles and torpedoes with a
focus token to help modify them. Beyond that though, this upgrade has limited uses. The best
place for fleet officer is on a TIE Shuttle titled TIE Bomber, as that is very cheap support platform
that suits Fleet Officer well.

While not a bad card, it is a little pricy for what it does. It is also very comparable to Sensor
Jammer (Systems) and Sensor Jammer is usually stronger. That is not to say that Flight Instructor
is a bad card, as it definitely improves survivability, especially against PS 1-2 ships. That fact that it
is a crew card (valuable upgrade slot) and that it is probably about a point too expensive typically
keeps this upgrade in the binder, but ships focused on defense should definitely take a look at this
card, as it is not bad.

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While expensive, General Hux is very powerful. He is best on a beefy
control ship like the Upsilon or Lambda-Class Shuttles, or the Decimator
when your squad has at least 3 other ships that want to attack. This card
can assign the focus token to itself, and the Fanatical Devotion condition
card ensures that damage will push through the opponent’s defenses. The
weaknesses of this card include its self-stress, the range limitation, and
that fact that the card gets worse with the more ships that are destroyed
in your squad.

“Gonk” is the Scum’s only access to regeneration effects, which is usually monopolized by the
Rebels. “Gonk” is not very action efficient, but if the ship it is one has other dice modifying effects
equipped, “Gonk” can prove very useful. Try him on naturally resilient ships that the opponent
will want to attack, such as Tel Trevura (JumpMaster 5000). “Gonk” also combos reasonably well
with Experimental Interface (Modification) which allows you to both put a shield on “Gonk,” and
then immediately take one off. The main issue with “Gonk” is that his regeneration is often
painfully slow, which can tend to keep him out of a lot of lists. It takes a lot of time and patience
to get the most out of this upgrade.

Greedo is a card that is often overlooked, but a ship can be built to mitigate his downside. Ships
that hit hard and have hit shield values are preferred for the inclusion of Greedo. Bossk (YV-666),
for example, can use Greedo pretty effectively, as he can hit hard, but can shrug off damage
reasonably well. That being said, it often takes a good bit of work to make Greedo pay off, which
isn’t to say that it cannot be done, but it can be difficult, and some players just go with different
upgrade cards because of that.

Gunner is a very popular card for PWTs, as these ships tend to be very expensive and therefore do
not get a lot of opportunities to attack during a game. Therefore, these ships want to get some
damage through, and that is exactly what Gunner does. Sometimes, players will choose to not
spend tokens on defense and take 1 damage to prevent Gunner from triggering. Gunner is very
strong for this reason and can really help punch through targets with a lot of defense tokens.

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Han is limited in his usefulness by the fact that the focus action is usually preferred to the target
lock action. Because of this, Han is only really valuable on ships that consistently get both the
target lock and focus actions (so the ship can use focus on defense; an evade also works). These
ships are not very common for the Rebels and he occupies the valuable crew slot, which makes
Han Solo a card that you have to work hard to get to use. When you do find a spot for him though,
he really amps up the offensive capacity of your target locks.

Hera is a very solid crew card. She really opens up her ship’s maneuver dial. Being able to ignore
half of the downsides (the other half being the inability to take actions) of stress is a huge boon,
and she only costs one point. Look to use her on ships that have a lot of red maneuvers.

Hotshot Co-pilot is a crew that taxes enemy ships for their actions. It can be effective against
enemy ships that rely on their focus tokens for defense or other abilities. This allows the rest of
your list to be able to attack the same target knowing that there will not be a focus token there
on defense. That being said, this crew is a little expensive. This is an upgrade that requires a list to
be built around it to be effective, but it definitely is an effective upgrade.

IG-88D is a crew version of the IG-2000 title for Aggressors. This upgrade allows any ship with a
crew upgrade slot available to gain the boost of an Aggressor pilot’s pilot ability. Whenever you
fly an Aggressor alongside a different ship, strongly consider using this upgrade.

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Inspiring Recruit is a great support crew. It is very useful for squads that use self-stressing
upgrades, as well when enemy squads inflict stress. Inspiring Recruit works really well with Rage
(EPT), and works well on support ships such as the HWK-290, Lambda-Class Shuttle, and U-wing.

Intelligence Agent has a few uses. The most common use is to utilize it on a decloaking TIE
Phantom, as knowing where an enemy ship will be can make your choice of where to decloak to
much better. Another use is on lot PS ships that have repositioning actions that like to bump
enemy ships, as you will be able to see where the enemy ship will be before you reposition
yourself in the way. Other than those two uses, Intelligence Agent does not do too much for most
ships. Intelligence Agent is also good when combed with Navigator(Crew).

Jabba gains efficacy the more discardable illicit upgrades you include in your squad. That being
said, it can be difficult to include him in a list, as he is expensive and uses up a whopping two crew
slots. He requires the entire list to be built around him.

Jan Ors is a niche crew card, but one that a squad can be built around successfully. She is best
used when a ship is receiving multiple focus tokens over the course of a round so that Jan can turn
one of them into an evade. She tends to work best in conjunction with the Moldy Crow title
attached to a HWK-290, but there are other ways to make use of her ability wish multi-action
cards like Recon Specialist (Crew) and Kyle Katarn (Crew and pilot).

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Jan Ors, I mean Jyn Erso, is an interesting upgrade card. By sacrificing the equipped ship’s action,
another ship in your squad can gain a pile of focus tokens, which is useful if they can make
multiple attacks of if they can get attacked multiple times. Jyn is a niche upgrade, that can
occasionally find useful application in a squad.

K4 Security Droid is a very efficient card that is in the same realm as Predator (EPT) and Push the
Limit (EPT). Free actions are always something to keep an eye on when squad building. Gaining a
free target lock can also help with ordnance focused builds.

Kanan Jarrus turns every one of your white maneuvers into a green one, which works wonders
with other effects that have stress as a downside, like Push the Limit (EPT). Kanan Jarrus is not
even limited to the ship he is on, so he provides a lot of versatility to a squad that chooses to
include him. He is a very solid crew upgrade that is comparable to Kyle Katarn (Crew).

Ketsu Onyo is a niche crew card that is exceptional when combed with Tractor Beams (Cannon).
Being able to semi-permanently disable an enemy ship’s agility is huge. Granted, Ketsu’s ship
needs to keep the enemy with tractor beam tokens in arc and at range 1-2, but for only one point,
Ketsu Onyo can prove to be invaluable, and can force tough decisions especially when the
opponent is considering whether to spend defense tokens to avoid taking a tractor beam token.
She tends to struggle to find a place on most ships other than the titled Shadow Caster Lancer-
Class Pursuit Craft.

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Kyle is a solid crew card. Action economy is always good, and he synergies well with abilities that
cause stress. He is in competition with Kanan Jarrus and unfortunately Kanan use better more
often, but Kyle has a lot of synergy with Jan Ors (Crew and pilot).

Kylo Ren is an extremely powerful crew card. Being able to search through
the opponent’s deck and assign the next critical damage is exceptional. It
should be noted that when critical damage is dealt regardless of shields it
will instead deal the face-up damage card. This puts a lot of pressure on
the opponent and can completely change how they fly against you.
Errata: Change I’ll Show You the Dark Side’s start of the second paragraph
to: “Starting the turn after this card is assigned, when you suffer…”
This gives more counter-play to this very strong effect.

Lando is a really fun card, and thematic too, as Lando’s card exemplifies his inclination for
gambling. Unfortunately, he is a little expensive for an inconsistent effect, but that should not
stop you from playing with him occasionally, as his flavor/theme is spot on.

Latts Razzi is a solid upgrade card. She adds resiliency to the ship she is equipped to, as long as
the enemy attacking her ship is stressed. She is a trump card to Push the Limit (EPT) equipped
ships, as well as comboing really well with stress causing pilots as Asajj Ventress (Lancer-Class
Pursuit Craft) or 4-LOM (G-1A Starfighter) or stress causing upgrades such as Flechette Cannon, or
Tactician (Crew). She is best in a squad built around inflicting stress on the opponent. Without
building around her ability, she will be situationally useful in almost every game she is played.

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“Leebo” is an underappreciated upgrade. “Leebo” is an Engine Upgrade (Modification) that costs
two fewer points. Unfortunately, that discount comes with a drawback. However, large base ships
aren’t affected by ion tokens until they get two of them, so putting “Leebo” on a large base ship
has merit. Also, comboing “Leebo” with Electronic Baffle (Systems) helps mitigate the downside of
the ion token, as well as still being cheaper than an Engine Upgrade.

Leia Organa is a niche card for swarms. She unfortunately can telegraph your maneuvers when
she is discarded, but if enough of your ships get to ignore stress for a turn, that can be pretty
significant. It is more difficult to use her ability than it may initially seem, which keeps her from
seeing too much play.
Errata: Reduce the point cost to 2. This puts her in line with other stress-relief cards.

Luke is a Gunner (Crew) that hits a little harder. Luke is a little overpriced, but if your squad would
play Gunner and you have a few points to spare, Luke is a fine inclusion in your list. For the most
part, though, Gunner is a better way to spend your points.

Mara Jade is very powerful in Imperial control lists, or for ships that love to jam themselves into
enemy formations. She is most useful on VV-49 Decimators and TIE Shuttle titled TIE Bombers.
Her only issue is that she does not cause stress to enemy ships that are already stressed, so if the
enemy ships are already self-stressing, Mara Jade’s utility drops considerably.

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Mercenary Copilot is a very fringe upgrade. He is only useful on ships that gain extra power from
critical hits, like Bossk (YV-666), and even then, Mercenary Copilot only grants that critical hit at
range 3. For the most part this upgrade card is not very effective, but there are a few cases where
he is not terrible. Mercenary Copilot is very similar to Bistan (crew), but has a different range
band where it is effective.

When there are multiple other crew cards on Moff Jerjerrod’s ship, he can be effective at
maintaining the survivability of the ship by cancelling critical damage. That being said, he is only
really useful on the VT-49 Decimator, and even then, there are many other options available.

Navigator does not see a lot of play. While it is a fine ability, there is usually a stronger contender
for the crew slot. That being said, being able to change your maneuver after seeing where other
ships have moved is a powerful effect. High PS ships can make more use out of this card than
lower PS ones. Equipped to Boba Fett (Imperial Firespray-31), Navigator becomes quite powerful,
as the changes that he can make to the selected maneuver when activating becomes quite
formidable. Navigator is also good when combed with Intelligence Agent (Crew).

Nien Numb is a mediocre crew card. He is best when paired with ships that gain extra advantages
from green maneuvers, like Lando Calrissian (YT-1300). Other than a few specific instances, Nien
Numb is not very potent.

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Operations Specialist is a strong upgrade that helps support the rest of your squad. It combos well
with cards that attack twice, like Gunner (Crew). Note that the assigned focus token can be
placed on the ship that has the upgrade card. This upgrade works best in squads that have more
than 2 ships and that tend to want to fly in formation.

Similar to K4 Security Droid (Crew), Outlaw Tech provides another way for Scum ships to gain free
dice modification. This upgrade is a little harder to use effectively though, as red maneuvers are
very constricting to the ship that is doing them. Therefore, this upgrade is best on ships that can
ignore the downsides of stress from red maneuvers, such as ships equipped with Electronic Baffle
(Systems).

While a very niche upgrade card, R2-D2 can be a very strong one. This upgrade is at its best when
paired with C-3PO on a YT-1300 and the Millennium Falcon title. With an evade token, C-3PO, and
R2-D2’s effect recovering a shield each turn, the YT-1300 completed shrugs off one attack a turn.
Granted, the YT-1300 needs to avoid taking a damage card and just losing its shields, but if it can
pull that off, the end game against a Millennium Falcon supported by R2-D2 and C-3PO is an
exercise in futility.

Rebel Captive is great for lists that do not run a lot of ships. Rebel Captive is best on a ship that
the opponent would normally want to target frequently, thus dissuading the attack. Rebel Captive
can be quite potent, but the opponent can also play around it a little, as only the first ship to
attack gets the stress token. Still, this upgrade is very powerful and can have an entire squad built
around it.

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Recon Specialist is an all-around good card that isn’t lighting the world on fire, but it pops up in
solid lists here and there. It is good at creating a consistent increase in the efficiency of a ship.
HWK-290s with their Moldy Crow title love Recon Specialist, and some ships just gravitate
towards the consistency of Recon Specialist, such as the Firespray-31. The main problem with
Recon Specialist is that is not very flashy, but it definitely deserves consideration in a squad.

Rey is like a soft Moldy Crow title. Rey offers her ship the ability to always have a focus token
when it needs it. This can add additional resiliency to a ship with higher agility and can help
augment the ship after performing a stressful maneuver. Also, Rey can act kind of like a Push the
Limit (EPT), as it frees up your action to be something other than focus. Any effects that trigger
off of focus tokens gets a huge boon from Rey. Rey’s biggest issue is that she is a crew upgrade
and she competes with many other upgrade cards for a slot.

Sabine is a powerhouse. With the squad built around her, bombs become incredibly strong. Her
ability doesn’t even have to damage the ship that the bomb initially damaged. An entire list built
around Sabine and her bombs can be quite frightening. Without Sabine, the Rebels struggle to use
bombs effectively, but she definitely compensates for that deficiency well.
Errata: Sabine Wren has “Rebel and Imperial only” in her effect. Sabine Wren does not grant an
additional bomb upgrade slot. The The additional damage that Sabine can cause can only affect
ships that were hit by the bomb (even if the bomb did not deal damage). Bombs are not usually
powerful enough without Sabine, so this grants powerful bombing strategies to both the Imperial
faction. This fits Sabine thematically during different parts of her life, she was a member of the
Imperial Academy as well as a part of the Rebellion.

Saboteur is a solid choice ONLY when you do not already want to spend points on another crew
card. His ability is actually very poor and difficult to use, but since he does not cost any points, he
sees play and will sometimes impact a game.
Errata: Reduce the cost of Saboteur to 0. This at least will allow this bad card to see some play, as
being free will sometimes allow it to be included in a list.

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While free actions are always worth looking at, this one is a little limiting. Requiting a green
maneuver and the other friendly ship to be at range 1 of you does make Systems Officer
somewhat difficult to use. It definitely can find its place on a TIE Shuttle titled TIE Bomber,
sometimes paired with a Fleet Officer (Crew) to help assist ordnance carriers unloaded their
missiles/torpedoes.

Note: Tactician is errataed to be limited. Tactician is a great control card. Utilized well, tactician
can absolutely cripple an enemy ship, especially if multiple Tacticians attack the same target
during the course of a round. Tactician is great on B-wings, G-1A Starfighters, K-wings, YV-666s,
and more. The trick is to get the enemy into your range 2 band, which while difficult sometimes,
can also be used to your advantage, as the enemy will try desperately to avoid the range 2 band
against you.

Tail Gunner is an excellent upgrade for those few ships that are able to utilize its ability. The
Firespray-31 and the ARC-170 are the only ships that gain anything from equipping this upgrade,
but it is very powerful on those ships, as it increases their damage output significantly without
requiring an action. It also promotes flying those ships with auxiliary firing arcs a little differently
than normal, which is good for mixing up the game.

Unkar Plutt is a fine upgrade for low PS blocker ships. Unkar does pay a hefty price for that free
action, but it can be useful when the action is high impact, like dropping a bomb.

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Weapons Engineer is a niche upgrade. This upgrade is best on ships that get big boons from
having extra target locks, such as Latts Razzi. Without an effect that specifically gains a huge boost
from having extra target locks, Weapons Engineer is too expensive to use most of the time.

Wookie Commandos are very powerful, as they provide free dice modification. However, they can
be a hard sell, as they take up two coveted crew upgrade slots, so their inclusion in a list is limited
and has significant opportunity cost. They are a natural fit on the Auzituck Gunship, but they can
find use elsewhere if they have the available crew slots.

Ysanne Isard is best on low agility, high hull ships, like the VT-49 Decimator. She is well worth her
points in regards to increasing the survivability of the ship she is equipped to. The Decimator is a
natural fit for Ysanne. Unfortunately, there are not a lot of other places where she is very
effective, as there are not very many Imperial ships with extremely high hull values.

“Zeb” is a decent choice on ships that love to block and bump enemy ships, such has “Chopper”
(VCX-100). Most of the time though, the fact that the enemy ship can attack back makes it difficult
for a player to get a lot of value out of “Zeb.” He can be a double edged sword, but at the same
time, on a ship like the VCX-100, the VCX-100 can get more value out of attacking than most
enemy ships can. Even though he is good in a few specific situations, “Zeb” is a very niche upgrade
card that needs a specific purpose within a squad to deserve consideration.

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Zuckuss is a solid crew upgrade. His effect allows his ship to punch through heavy agility dice. This
makes him great at attacking “Ace” ships. Users of Zuckuss need to decide whether to ration its
use to keep from being over stressed, or to use it on a big attack to punch through damage.
Zuckuss also pairs well with 4-LOM (Crew).
Errata: This card should read: “Scum Only. When attacking, if you are not stressed, you may
receive any number of stress tokens to choose an equal number of defense dice. The defender
must reroll those dice.”

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Illicit
Almost exclusively available to the Scum and Villainy faction (with a few exceptions), illicit upgrades represent illegal or
rare weapons or technology. Because of this, illicit upgrades vary widely in terms of their effects and application, but
they all have some sort of drawback to compensate for the strength of the effect.

Black Market Slicer Tools is a meta-defining card. It counters ships that self-stress, like ships that
abuse Push the Limit (EPT). For only one point, sliding one or two of this upgrade into a list is
relatively easy, and it creates a no-fly-zone range 2 bubble around the ship for PtL “Aces.” This
card is very similar to Feedback Array (Illicit), in that they both are ways to damage an enemy ship
without attacking it. Both are strong, as BMST needs them to be stressed, removes the stress, and
can fail, while FA costs more, has lower range, self-harms, and sacrifices the ship’s attack. Of the
two BMST is better overall, but FA still has a place, as a guaranteed damage can often be better
than an intermittent one. Don’t forget to combo BMST with stress-causing upgrades.

Burnout SLAM grants the SLAM action to large base ships. For only one point, this is a solid
upgrade to help the equipped ship get into position for next round OR to escape a bad position if
you mis-maneuver. This is well worth its inclusion in a squad, if you can afford not using another
illicit upgrade. Also, if you have two of these equipped to the same ship, the second one would
discard after the first one is used (so don’t equip more than one of these per ship).

Cloaking Device is an underappreciated card. While it does have a chance to fail, good players
know not to use the cloaking device if its failure would be back-breaking for them. Instead, the
Cloaking Device is best when used primarily as an extreme repositioning action and only used for
the agility dice as a secondary priority only when necessary. Its best use is to cloak prior to an
engagement and then decloak at the start of the next Activation Phase to lurch into range one of
the enemy and hopefully out of arc. That all being said, you need to have a specific plan for
Cloaking Device, as its chance to fail keeps this card from seeing too much play.

Dead Man’s Switch is a poor upgrade. Its advantages do not outweigh the outsides. It is effectively
a Seismic Charge (Bomb) that the OPPONENT gets to decide when to trigger. The fact that Dead
Man’s Switch is not optional just kills the card.
Errata: Reduce the cost of Dead Man’s Switch to 1. Even with the cost reduced to 1, Dead Man’s
Switch rarely sees play because it prevents flying near allied ships. There is also the opportunity
cost of not being able to run another illicit upgrade.

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While it may not seem like it upon first glance, Feedback Array is a strong upgrade. While the ion
token, self-damage, and the forfeit of an attack seem harsh, the fact that this deals damage
DIRECTLY to the opponent, completely ignoring defense dice makes this card strong. Feedback
Array performs best on ships that have a lot of overall hit points for their cost, such as the Z-95
Headhunter or JumpMaster 5000. Also, on large base ships, the ion token can be mitigated.
Feedback Array is an excellent upgrade for fighting of highly agile, token defended ships.
Compared to Black Market Slicer Tools, Feedback Array loses some of its utility, but it is still a
strong choice for large base ships, due to the ignoring of singe ion tokens.

Glitterstim is fantastic. The level of dice modification this card has is off the charts. For only two
points, Glitterstim turns a ship into a challenge phase monster. Glitterstim is at its best when on
ships with both high attack and high agility, as well on ships that have positional actions, as focus
is not too important with Glitterstim triggering. Also, Glitterstim tends to work better in squads
with fewer ships, as the opponent will be more likely to be bearing multiple guns on the
Glitterstim target, which improves the card’s effectiveness. While the card does cause stress, and
that must be accounted for, the upsides well outweigh the cost.

A little on the expensive side for what it does, the “Hot Shot” Blaster gives any ship with the illicit
upgrade slot the ability to execute one attack from outside its firing arc. While this is a powerful
ability, the fact that it costs three points, is limited to range 1-2, and discards after use tends to
keep this card in the binders. The “Hot Shot” Blaster can help out a less maneuverable get shots
on a target when it normally would not be able to. While it is not bad, there are just better
options available for the same or less cost.

Ion Dischargers are a weird card. They can be used to counter enemy ion effects, but their real
use is to combo with effects that cause ion tokens through their effects, like “Leebo” (crew), 4-
LOM (crew), or Feedback Array (illicit). That being said, it can be hard to justify two points for this
effect, but it has its niche uses.

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Inertial Dampeners is a great positional card. The fact that the opponent does not know if/when
you are going to use it makes it have an impact on the opponent’s play even if you never end up
using the card. This card is great on naturally fast ships or large base ships, as coming to a full stop
is stronger there. Also, it is best if the equipped ship has ways to modify dice other than by taking
a normal action, as there is stress caused by Inertial Dampeners. Inertial Dampeners is also a little
stronger on ships with more green maneuvers, as clearing the stress is then easier.

This is a truly unique upgrade. This illicit upgrade drops a debris cloud token onto the battlefield;
that token has the same rules as other debris cloud obstacles. The ability to modify the battlefield
itself is a rare boon, and this ability should not be underestimated in its ability to alter flight paths
and renegotiate engagements. In addition, if this obstacle is dropped on to of an enemy ship that
has not moved yet, and has its dial set to a red maneuver, you can choose their maneuver for
them (per normal rules for selecting a red maneuver while stressed). Do not underestimate this
upgrade.

Scavenger Crane is another take on Extra Munitions (Torpedo). This upgrade’s main use is to
allow extra uses of munitions. Sometimes it can bring back upgrade cards multiple times a game,
so although it is a little less consistent than Extra Munitions, it has a higher power ceiling. Also, in
the fringe event that a cannon or turret upgrade card is discarded, Scavenger Crane can bring it
back. This card can help justify missiles and torpedoes on ships that normally would not use them,
such as the Kihraxz Fighter.

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Cannon
Cannon upgrades all are secondary weapon attacks that are tied to the primary firing arc of the equipped ship. Cannons
provide alternatives to the primary weapon attack. Often, cannons will inflict downsides upon the defending ship that a
regular attack cannot accomplish. Remember that secondary weapons ignore range bonuses.

The ARC Caster is a niche weapon, best suited for fighting swarms of
enemies, as to avoid taking damage from the weapon itself. That being said,
the weapon is a little too niche to see much use, mainly due to the fact that
it has the possibility of damaging the ship that uses it.
Errata: If the attack hits, you MAY choose 1 other ship at Range 1 of the
defender to suffer 1 damage, instead of requiring that you do so. This makes
the card much more palpable.

Autoblaster has a very powerful effect that is incredibly effective against high agility, “Ace” type
ships that rely on their agility dice and token stacking for their defense. Autoblaster proves a way
to punch through that defense. Unfortunately, Autoblaster is grossly overcosted and never
deserves to see play because of it. Even if a squad can afford to play it, the fact that the attack is
limited to range 1 only, and it is not very useful in certain match-ups makes the card unplayable.
Errata: Reduce the cost of Autoblaster to 2. This allows Autoblaster to be playable, as a cost of 5
pushed it into the realm of unplayable. With the errata, the card serves as a possible answer to
“Ace” type ships and can be used with the TIE/D title Upgrade for TIE Defenders.

Flechette Cannon is a fine upgrade that sees occasional play. Its best use is on TIE/D titled
Defenders to allow for a second attack. The main issue with the Flechette Cannon is that is cannot
cause a target to have more than one stress, which would prove to be effective at locking down
enemy ships. While Flechette Cannon is not a bad upgrade, it is often outshone by the cheaper
Tractor Beam (Cannon) and slightly more expensive Ion Cannon, which have powerful secondary
effects that are more impactful, unlike the Flechette Cannon’s conditional stress.

The Heavy Laser Cannon trades the chance to do critical damage for increased total damage
output. While this cannon is expensive, it is often well-worth its cost, as being able to unleash four
attack dice at ranges 2-3 (and ignoring range 3 bonuses), is a massive boon. While the card has
fallen in popularity recently, that does not reduce the strength of the card, as any card that can
permanently increase the attack stat of a ship should not be ignored. The Heavy Laser Cannon is
preferred on ships that have fewer than 3 attack, as those ships gain more from the four dice
offered by Heavy Laser Cannon. Lastly, HLC is best in squads with few ships, as these lists need the
additional firepower that this cannon brings.

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An underappreciated card, Ion Cannon trades the ability to do more than one damage per attack
to inflict a potentially crippling ion token on the target. While more powerful than the Flechette
Cannon, the Ion Cannon does have a few drawbacks, as ion tokens do not affect large base ships
as much as small base ships, and that Ion Cannon’s reduced damage output can prove to be a
hindrance sometimes. However, the amount of control that this card brings to a ship/squad,
should not be underestimated, and opponents will often play quite differently if they see you
sporting an Ion Cannon. The Ion Cannon is a natural fit on TIE/D titled TIE Defenders.

The most standard of the attacks offered by cannons, the “Mangler” Cannon is also modestly
priced, coming in at four points. While this cannon does nothing fancy, the fact that it consistently
produces critical hits makes this a quite attractive option. Combining this effect with others that
combo well with critical hits, such as Bossk (YV-666), can cause the “Mangler” Cannon to pay off
much more than its cost would suggest.

One of the few attacks in the game that cannot deal damage, the Tractor Beam is nonetheless a
powerful addition to a squad. Being able to move an opponent’s ship AND reduce its agility is a
huge deal, especially if you can have that ship be moved onto an obstacle or into an area where it
cannot attack. The Tractor Beam token cannot move large base ships, so that restricts the viability
of this card. However, for only one point, it is not difficult to slide this upgrade into a squad,
especially when that squad has Defenders equipped with the TIE/D title. Also, due to the nature
of the Tractor Beam reducing agility and forcing the opponent to move, this upgrade favors ships
with higher PS, as you’ll want to use this effect before other ships fire.

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Turret
Turret upgrades all are secondary weapon attacks that are not tied to any firing arc of the equipped ship. Turret
upgrades provide alternatives to the primary weapon attack. Turrets offer the equipped ship to maneuver defensively,
as the turret has a much easier time being able to target an enemy. Because of this 360 degree range of fire, turrets tend
to be expensive, but the versatility they offer cannot be understated.

Autoblaster Turret is a very solid upgrade. Being able to ignore defense dice in a 360 radius for
only two points is a solid buy. While the range is very limited, the fear that this upgrade can cause
in the way the opponent maneuvers their ships can be worth the two points alone. The
Autoblaster Turret can be effective on just about any ship with the ability to take a turret
upgrade.

Blaster Turret is a niche turret upgrade. Its cost is a little high, and the requirement to spend a
focus to attack greatly reduces the strength of attacks from this card. In addition, if a ship carrying
this upgrade gets blocked, they cannot even use the turret. These factors all combine to make a
rather unattractive turret card. For the most part, Dorsal Turret is usually the better option.
However, the Blaster Turret has a home on Moldy Crow titled HWK-290s, as the downsides
regarding focus tokens are almost completely mitigated, and then Blaster Turret becomes worth
its points.

While nothing special, Dorsal Turret is a cheap way to get a turret that has decent range and
attack power. A Dorsal Turret can easily be slotted onto a Y-wing, HWK-290, or Attack Shuttle and
will usually be worth its points. Sometimes though, if not utilizing the range 2 band of this card,
Autoblaster Turret can often be a better buy.

Ion Cannon Turret, while expensive, is a very potent upgrade in a list that is good at capitalizing on
the opponent’s maneuvering being crippled by ion tokens. Similar to the Ion Cannon, the Ion
Cannon Turret loses effectiveness against large base ships and ships that have repositioning
actions, but even then, this upgrade still has value, as a 360 attack grants the equipped ship a lot
of versatility.

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Synced Turret is a well-rounded turret upgrade. It basically replaces the Blaster Turret on any ship
excluding some cases of the HWK-290 with the Moldy Crow title. If you list cannot afford a Twin
Laser Turret, and needs to pack more of a punch than a Dorsal Turret, this upgrade is a happy
medium. This upgrade works best for ships that like the turret functionality, but will occasionally
be found in jousting situations to best utilize the Synced Turret’s effect.

Twin Laser Turret is the most commonly used turret upgrade. The consistency of the damage
output that this upgrade has, having a massive range, and ignoring range 3 defense bonuses, all
contribute to the efficiency of this upgrade. Twin Laser Turret is efficient in terms of damage
output for a turret. Also, Twin Laser Turret is great at shedding/nullifying the effectiveness of
defense tokens, as well as providing stead damage output against steadily crushing lower agility
ships. However, even with all of these advantages, the TLT has a range 1 hole that can be
exploited.
Errata: When equipped to any ship excluding K-wings, increase the cost of Twin Laser Turret to 7.
Bottom line: Twin Laser Turret is too efficient for its cost, and this cost increase brings it more in-
line with the other turrets. The reason K-wings keep the TLT cost at 6 is because K-wings are
Over-costed by about 1 point, so this errata brings them in line too, as Twin Laser Turret is a natural fit on them.

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Missile
Missile upgrades are secondary weapon attacks that fire from the primary firing arc of the ship. Missiles are one of two
munitions-type weapons that are expended when fired. Missiles (and torpedoes) hit extremely hard, but they are
balanced by their limited number of uses and the prerequisites that most missiles need in order to even be fired.
Because missiles are a little overcosted, often, the use of Guidance Chips (Modification), Long-Range Sensors
(Modification), or Extra Munitions (Torpedo) are needed to make missiles playable. Compared to Torpedoes, missiles
tend to pull back on the extreme brute force that torpedoes do and instead have unique effects beyond simply dealing
damage.

Advanced Homing Missiles are a niche missile upgrade. They can be quite crippling, with their
ability to ignore shields and deal a face-up damage card, which can destroy some less sturdy ships
in one hit. While this is a neat effect, and not bad, Advanced Homing Missiles have a few things
working against them. With a cost of 3, they are a little pricy for the effect they bring to the table;
also, they have a range restriction of range 2 only. Also, as with some missiles, Advanced Homing
Missiles do not spend their target lock when firing (they just require the TL to exist on the target),
so that helps significantly with dice modification. Major Rhymer (TIE Bomber) and Lt. Blount (Z-95
Headhunter) are good candidates for Advanced Homing Missiles.
Errata: Reduce the cost of Advanced Homing Missiles to 1. This makes the card playable.

Assault Missiles hit hard and are particularly punishing to enemy lists with lots of ships of low
cost. The damage an Assault Missile can deal can be quite substantial… or it can be minimal,
depending on the opponent’s squad composition. Because of this high variance, Assault Missiles
are a little too inconsistent to be included in most squads. Also, the Assault Missiles can damage
your own ships too, if you are not careful about that. Lt. Blount (Z-95 Headhunter) is a good
candidate for Assault Missiles.

Chardaan Refit does not really qualify as a missile upgrade, as it is not a missile. Thematically, it
represents the A-wing having its missile carrying capacities removed to streamline the cost.
Whenever you have an A-wing without a missile, you equip Chardaan Refit. Proton Rockets
(Missile) are probably the only missile worth equipping to an A-wing, as the -2 squad point cost is
rather enticing.

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In order for Cluster Missiles to be worth their cost, there need to be modifications on the dice
rolls for EACH attack. Also, Cluster Missiles can only fire at ranges 1-2, which make them a little
less strong than those missiles that can hit enemies at ranges 2-3. While Cluster Missiles can shred
low agility targets, they tend to struggle a bit against high agility targets. A natural fit for Cluster
Missiles is N’Dru Suhlak with Lone Wolf (EPT), Glitterstim (Illicit), and Guidance Chips
(Modification).

Concussion Missiles are the baseline missile that all other missiles are ranked against. Concussion
Missiles work best when fired with the required target lock AND focus for dice modification.
Combined with Guidance Chips (Modification) and a focus token, Concussion Missiles almost
always roll 4 hits. These missiles can be fielded with success on any dedicated ordnance carrier.
Concussion Missiles are preferred to Proton Torpedoes if the ship firing them has a focus token
for dice modification.

Cruise Missiles are a strong missile choice on faster, more maneuverable ships, like A-wings.
Rolling 5 dice while keeping the target lock is very powerful, but being able to set up this attack is
difficult. What is critical is that while the opponent will probably adjust their flight patterns to not
allow you to roll 5 total dice, you can use this to your advantage, and create lose-lose situations
for your opponent.

Harpooned can be effective against enemy swarm lists, similar in nature to


the Assault Missiles. This card comes in at a point cheaper but its
conditional effect is harder to pull off. For the most part, this missile
upgrade tends to be too difficult to utilize effectively.

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Homing Missiles are the most well regarded and popular missile upgrade. While expensive,
coming in a point more than the standard Concussion Missile, Homing Missiles compensate for
this by not having to discard the target lock to attack and by ignoring evade tokens during the
attack. These factors combine to make a missile that hits extremely hard against agile “Ace” type
ships. Homing Missiles combo well with Long-Range Scanners, as then the attacker can use target
lock plus focus on the attack.

An underappreciated missile, the Ion Pulse Missiles can completely cripple a target with ion
tokens, INCLUDING large base ships. This attack also has a good chance of hitting as well, as the
target lock is not discarded to perform the attack. It can be a very effective strategy to have one
ship equipped with these missiles to lock an enemy down for next round, and then have a more
agile ship swoop in to prey upon the ionned enemy. This all being said, these missiles are a little
pricy for what they bring to bear, but the card is far from bad.

A Missile for “Aces” to use, the Proton Rockets are only ever worth equipping to a ship with 3
agility. A-wings and TIE Advanced are great carriers of this upgrade. If possible, try to line up the
shot to also have a target lock on the enemy. The range 1 limitation of this missile keeps it from
being too powerful, as “Aces” often excel at range control.

Unguided rockets are a powerful upgrade for the ships that can take them. They provide a
significant punch to low PS ordnance carriers that do not easily have the ability to fire high-impact
one-time-use ordnance. The fact that this missile basically replaces the ship’s primary attack at
ranges 2-3 makes it more than worth its two points. However, due to the focus token
requirement, it can sometimes be difficulty to utilize this weapon.

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A niche card requiring the whole squad to be built around it, the XX-23 S-Thread Tracers require a
high PS ship to fire and hit with them to help set up a massive alpha strike with the rest of the
squad. While this can be effective, the telegraphed nature of the card combined with the fact that
it is limited to friendly ships within range 1-2 AND the ship firing this missile does not do damage,
makes this a difficult upgrade to utilize effectively. It is worth trying on Deadeye (EPT) Lt. Blount
(Z-95 Headhunter).

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Torpedo
Torpedo upgrades are secondary weapon attacks that fire from the primary firing arc of the ship. Torpedoes are one of
two munitions-type weapons that are expended when fired. Torpedoes (and missiles) hit extremely hard, but they are
balanced by their limited number of uses and the prerequisites that most torpedoes need in order to even be fired.
Because torpedoes are a little overcosted, often, the use of Guidance Chips (Modification), Long-Range Sensors
(Modification), or Extra Munitions (Torpedo) are needed to make most torpedoes playable. Compared to missiles,
torpedoes missiles tend to lack fancy effects and tend to brute force their way through enemies and obstacles.

Advanced Proton Torpedoes are extremely expensive. Even for its massive attack stat, it still
requires the target to be at range 1 and for the attacker to have a focus token too in order to take
full advantage of the torpedo. The only thing keeping this upgrade from the unplayable category
is that there are fringe ways to subvert the downsides of this card, such as Major Rhymer’s effect
(TIE Bomber).
Errata: Reduce the point cost to 3. This upgrade is just too expensive. The errata makes this
munition cost line up to similar ordnance upgrades, such as Proton Rockets (Missile).

Bomb Loadout is not really a torpedo upgrade. It is just a way to get bomb upgrades equipped to
a Y-wing by basically swapping a torpedo upgrade slot for a bomb upgrade slot. Bombs can be
very effective on Y-wings, so definitely consider trying this upgrade occasionally.

Extra Munitions is the card that allows dedicated ordnance carriers to exist. Normally, missiles
and torpedoes (and sometime bombs) are just too expensive to field in mass quantities. This
upgrade smooths out the cost of equipping multiple munition upgrade cards to a ship. If a ship
can equip Extra Munitions with its other munition(s), the player should find a way to fit 2 more
points into their squad for this card most of the time.

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While not an exceptional card, the Flechette Toredoes cause stress even when they do not hit,
which is a pretty exceptional boon to the card. While it is debatable whether these torpedoes are
worth two points, they combo quite well with Munitions Failsafe (Modification), as if you
intentionally miss with the Flechette Torpedoes, the Munitions Failsafe will keep them from
getting discarded. Intentionally missing still causes the stress, which can be powerful against ships
banking on their actions and red maneuvers.

Ion Torpedoes are in a similar situation of Assault Missiles. They can be extremely powerful
against certain enemy squads, while at other times against squads with a low ship count (or in this
case, large-base ships), the Ion Torpedoes lose a lot of their viability. The inconsistent nature of
Ion Torpedoes keeps them off of the table, but they are definitely not a bad upgrade… just not a
consistent one.
Errata: If the attack hits, the defender receives 2 ion tokens, instead of 1. This is to make this
torpedo worth including in a list so it effects large base ships if that ship is the defender.

A definitive option when considering torpedoes for a ship, the Plasma Torpedoes are extremely
effective against ships with very high shield values, while it is a fine attack against other ships. For
only 3 points, Plasma Torpedoes are a good deal for a solid attack. If you can afford the point,
Proton Torpedoes are usually better, but that extra point sometimes can’t be spent.

Proton Torpedoes are the standard for which all other torpedoes are judged. Proton Torpedoes
are the baseline torpedo that all other torpedoes are ranked against. Proton Torpedoes work best
when fired with the required target lock AND target lock equivalent for dice modification.
Combined with Guidance Chips (Modification) and a target lock equivalent, Proton Torpedoes
almost always roll 4 hits. These missiles can be fielded with success on any dedicated ordnance
carrier. Proton Torpedoes are preferred to Concussion Missiles if the ship firing them has a target
lock equivalent for dice modification.

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Seismic Torpedo is a strong upgrade. Being able to remove an obstacle from play is a very potent
ability. The threat of using this also keeps enemy ships from wanting to get too close to obstacles
within firing range. In addition, you can fire this torpedo with a low PS ship, and then have all of
your other ships move into the space where the obstacle was. Never underestimate the influence
that this upgrade can have on a game. The damage that this torpedo can deal is just a nice bonus
to an already great effect.

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Bomb
Bomb upgrades are munitions that deploy tokens onto the battlefield from the back guides of a ship base. Compared to
missiles and torpedoes, bombs don’t deal as much damage for their cost, but they can be used in tandem with an attack,
and bombs don’t have any prerequisites to use, like ordnance does. Extra Munitions (Torpedo) are nice to help make
bombs a little more cost effective. Bombs, the upgrade type, are separated into two subtypes: bombs and mines. Bombs
detonate at the end of the Activation Phase and favor high PS ships, while mines detonate upon contact with a ship and
favor low PS ships.

Additional Rules: “When this token detonates, each ship at Range 1 of the token rolls 2 attack
dice and suffers each [regular] damage rolled. Then, discard this token.”
The Bomblet Generator is a powerful bomb that can only be equipped to a couple of ships in the
game. The ability to use bombs turn after turn is very power, and begs to be exploited by Sabine
Wren or Cad Bane. Captain Nym (Scurgg H-6 Bomber) tends to be one of the strongest users of
this upgrade, although K-wings and to a lesser extent, TIE Punishers can also use it.
Errata: Increase the cost to 4. The cost increase, as well as the removal of the tokens causing
critical damage makes these bombs much more fair, considering they are unlimited.

Additional Rules: “When one of these bomb tokens detonates, the ship that moved through or
overlapped that token rolls 2 attack dice and suffers all [regular] damage rolled. Then discard that
token.”
Cluster Mines are too expensive for their extremely minimal damage output. They cover a lot of
space in play, but each mine is very weak by itself. The fact that critical damage is ignored and
that these mines can just completely whiff makes them very unappealing.
Errata: When one of these tokens detonates, the ship that moved through or overlapped the token
rolls two attack dice and suffers 1 damage for each [regular damage] and [critical damage] rolled.
Then, discard that token.

Additional Rules: “When this bomb token detonates, the ship that moved through or overlapped
this token suffers 1 damage, receives 2 ion tokens, and skips its “Perform Action” step. Then
discard this token.”
The Conner Net is a fantastic mine. It smashes “Aces” and fat turret ships alike, while still being
relevant against most other targets. It is usually best to line up a Conner Net for be followed up by
a devastating attack, as the opponent’s position should be relatively telegraphed.

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Additional Rules: “When this bomb token detonates, each ship at Range 1 of the token receives 2
ion tokens. Then discard this token.”
Ion Bombs are an underappreciated bomb. Being able to inflict 2 ion tokens to all ships within
range 1 of it can completely wreck the opponent’s plans for the rest of the game. While obviously
more effective against multiple ships, Ion Bombs can be scary to almost any adversary.

Additional Rules: “When this bomb token detonates, deal 1 face up Damage card to each ship at
Range 1 of the token. Then discard this token.”
Proton Bombs are absolutely terrifying. Being able to inflict critical damage directly through the
shields is a huge deal. Sometimes this card can destroy or cripple an enemy ship without the
enemy ship being able to do a thing about it. The very high cost of Proton Bombs keeps them out
of lists sometimes, but Extra Munitions (Torpedo) can help mitigate that downside quite a bit.

Additional Rules: “When this bomb token detonates, the ship that moved through or overlapped
this token roll 3 attack dice and suffers all [regular] damage and [critical] damage rolled. Then
discard this tokens.”
Proximity mines are a potent force, as they are a solid option at dealing damage directly past
defense dice. Unfortunately, Proximity Mines have a chance of failing completely, which keeps
them out of competitive play a lot, but it would be foolish to underestimate the strength of these
mines, as their failure rate is not extremely common.
Errata: When resolving a proximity mine detonation, if the mine would deal 0 damage, deal 2
regular damage instead. This fixes the problem of opponents hitting dud proximity mines, which
is necessary for balance and to just avoid the stupidity of that happening.

Additional Rules: “When this bomb token detonates, each ship at Range 1 of the token suffers 1
damage. Then discard this token.”
Seismic Charges are the generic bomb. They are not flashy by any means, but they can slide their
way into squads due to their utility and cheap cost. Like most bombs, they will radically change
how your opponent flies, which is part of the benefit of using bombs in the first place.

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Additional Rules: “When this bomb token detonates, each ship at Range 1 of the token suffers 1
damage and receives 1 stress token. Then discard this token.”
Basically, a strictly upgraded Seismic Charge for one more point, Thermal Detonators scare away
fragile “Aces” fearful of the stress it can cause. Sometimes, as with most bombs, it pays to drop it
even if you get hit too, as the opponent may not account for that possibility.

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Modification
Modification upgrades are unique in that one modification may be equipped to any ship in the game (it does not have an
upgrade icon in the ship’s upgrade bard). Because of this, the modification slot is a very versatile and valuable upgrade
slot, as this option allows any ship to be upgraded with the numerous ship modifications that are available.

The Advanced Cloaking Device is available only to the TIE Phantom. This upgrade is best on the
higher PS TIE Phantoms, as this upgrade allows the ship to cloak immediately after attacking, thus
allowing the ship to have two additional evade dice for ships returning fire. Also, this sets the ship
up for a decloak next turn. It is basically required on “Whisper” and “Echo,” and is not a bad buy
on the low PS Phantoms either. This upgrade loses its effectiveness against higher PS ships, and in
those situations, the player needs to take maneuvers and actions in such a way to avoid taking
damage before getting the chance to fire and trigger Advanced Cloaking Device. The Stigium
Partical Accelerator (Modification) is better on the lower PS TIE Phantoms.

The Advanced SLAM is really only worth it on the K-wing, as it is the only ship that can use the
SLAM action more than once a game. Advanced SLAM’s main purpose is to drop a mine after
SLAM-ing, which is really powerful. It does not really have another practical purpose, but being
able to drop a mine after completing a SLAM action offers a lot of versatility to the K-wing as a
bomber.
Errata: After dropping at least one bomb using the free action provided by the free action on
Advanced SLAM, receive one stress token. Since bombs got a buff with errata, but K-wings were
already using bombs effectively (the only way to use bombs well), there needed to be a trade-off.

Anti-Pursuit Lasers is a solid upgrade in lists that run tankier, large-base ships that are dedicated
blockers. Being able to deal free damage in addition to blocking the enemy is excellent, and can
force the opponent to attempt wild maneuvers just to avoid bumping into your Anti-Pursuit
Lasers equipped ship. That being said, it has a 50% hit rate, so it is not very consistent (unless
Emperor Palpatine, Crew, is in your squad). Compared to Ion Projector (Modification), Anti-Pursuit
Lasers is better in squads that has less maneuverable ships, as it needs all the free damage it can
get, and the Ion Projector’s ion tokens may not be as powerful if the ships cannot capitalize on it.

Autothrusters is a fantastic upgrade. It is basically required on any ship that is a dedicated Arc-
Dodger, so that it does not suffer against PWTs. While it can only be equipped to ships with the
boost action, those are the ships that benefit from this the most anyways. In addition to helping
greatly against Arc-Dodger’s greatest weakness (turrets), it also triggers while in range 3, which
makes Arc-Dodgers much stronger in the range 3 band, where they tend to have a hard time
dodging arcs. You need a darn good reason not to run this on a high PS Arc-Dodger. Even ships
with lower PS can gain a benefit from Autothrusters for the added resiliency, although it is not as
effective there.

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Errata: Change all the text to “When defending, if you are beyond range 3 or outside the attacker’s firing arc, you may
change 1 of your blank results to an [evade] result.” While a controversial change, having Autothrusters work at range 3
boosts ace-type ships to the point where many generic low PS jousting ships are borderline unplayable. To
accommodate for this nerf, Autothrusters can now be equipped to any ship, not just ships with the boost action icon.

The B-Wing/E2 upgrade is a solid upgrade that allows the B-wing to equip crew upgrades and
reduce their cost. While B-wings are usually best when run slim (few upgrades), there are a few
crew members that can be very effectively. Namely, Tactician (Crew), as this crew turns the B-
wing into a very effective control ship. While there are a few other crew that can complement the
B-wing well, keeping the overall cost of the ship down is key.
Errata: The B-Wing/E2 modification upgrade gains the following text: Reduce the cost of an
equipped crew upgrade by 2 (to a minimum of zero). This change makes this card much more
playable and makes B-wings more competitive.

Countermeasures is a card that is slightly overpriced and is competing for a spot that many high
powered modifications are vying for. While Countermeasures is strong against lists that use
munitions or a swarm of ships, the fact that it costs 3 points and takes the place of the esteemed
Engine Upgrade (Modification) keeps this upgrade in the binder. It can be effective in Dengar and
Manaroo lists (both JumpMaster 5000s).

Engine Upgrade is an exceptional card; while it might not seem very impressive, the boost action
is arguably the best action in the game (besides focus perhaps). This upgrade grants a ship a very
large degree of maneuverability, and if the ship has other dice modification effects, the ship won’t
lose out on firepower. The best places for this upgrade tend to be on large base PWTs, as they
want to dodge as any enemy arcs as possible while still blasting away with their turret weapon.

Experimental Interface is a strong upgrade that can have a hard time finding a place. It is basically
a Push the Limit (EPT) for upgrade card actions, instead of action bar actions. That is a very strong
effect, but the trick is to find the right combination of upgrades that work with this card to make it
worth it. Daredevil (EPT), Expose (EPT), and “Gonk” (Crew) are all possible combo pieces for
Experimental Interface. While it is definitely a strong card, there are not a ton of ways to take full
advantage of it right now, so it does not see a ton of play.

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Guidance Chips is part of the puzzle that makes ordnance (missile and torpedo upgrades) worth
using. Guidance Chips fixes all of the problems with ordnance not hitting hard enough for their
cost. That being said, unless combed with Deadeye (EPT), Guidance Chips works at its best on
higher PS ordnance carries, as those ships will have an easier time acquiring their target lock.
While it is usually best to have some sort of modifier after firing a torpedo or missile, Guidance
Chips makes it still a decent attack if you cannot afford to line up that other modification in game.
For lower PS ordnance carriers, use Deadeye (EPT) or Long-Range Sensors (Modification).
Errata: Ships equipped with the “Alliance Overhaul” or “Special Ops Training” titles are considered
to have a primary weapon value of 3 for the purposes of Guidance Chip’s effect. This is to make
Guidance Chips function as intended on ARC-170s and TIE/sf Fighters.

Gyroscopic Targeting is a modification unique to the Lancer-Class Pursuit Craft. It allows the
mobile firing arc to be corrected for free during the End Phase if the ship is traveling at a high
speed. This augments the ship’s pre-existing desire to fly fast and aggressive. If your game-plan
calls for precise use of lining up your mobile firing arc, this upgrade deserves strong
consideration.

A statistically terrible upgrade, hull upgrade is almost never worth its 3 points. In order to get any
value out of this card, you need to be getting a ton of value out of that one hit point. For example,
a TIE Shuttle titled TIE Bomber with Darth Vader (Crew) may equip a Hull Upgrade to get another
use out of Vader. Tel Trevura (JumpMaster 5000) is also a good candidate for Hull Upgrade, as it is
basically a two hull increase instead of one.

Integrated Astromech is basically required on all T-65 X-wings and most T-70 X-wings that don’t
run Autothrusters (Modification). This upgrade brings the X-wing’s inefficient cost back in line by
allowing an equipped astromech upgrade to be used as a super shield (as you choose when to use
it). Use low cost astromechs if efficiency is all that is needed and use higher cost ones for their
added effects.

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Ion Projector is a solid upgrade in lists that run tankier, large-base ships that are dedicated
blockers. Being able to inflict ion tokens in addition to blocking the enemy is excellent, and can
force the opponent to attempt wild maneuvers just to avoid bumping into your Ion Projector
equipped ship. That being said, it has a 50% hit rate, so it is not very consistent (unless Emperor
Palpatine, Crew, is in your squad). Compared to Anti-Pursuit Lasers (Modification), Ion Projector is
better in squads that have more maneuverable ships, as other ships in your squad will be more
able to react and capitalize on the enemy ship(s) getting ionned.

Lightweight Frame is an effective way to boost the survivability of TIE’s with agility lower than 3.
The best uses for this card are on TIE Punishers, TIE Strikers, TIE Bombers (with the TIE Shuttle
upgrade), and TIE/sf Fighters. The only real problem with this upgrade is that it sometimes
competes with other modifications.

Long-Range Scanners is part of the puzzle that makes ordnance (missile and torpedo upgrades)
worth using. Long-Range Scanners fixes the problems that lower PS ships had at acquiring the
target locks necessary for firing ordnance weapons. While that is powerful, Long-Range Scanners
can only be equipped to ships with the torpedo AND missile upgrade slots. In addition, the
inability for ships equipped with Long-Range Scanners to acquire target locks at ranges 1-2 can be
very hampering when trying to fire ordnance at close range. Also, Long-Range Scanners telegraphs
the target turns ahead of time, which can be a downside, but it can also severely impact the way
the opponent flies their ships, which can be exploited. For higher PS ships that want to use
ordnance, Guidance Chips (Modification) is usually preferred.

Unique to the YV-666, the Maneuvering Fins upgrade is a cheap way to help higher PS YV-666s
course-correct in the event that their turn maneuver needs adjusting. This upgrade helps open up
the dial of the YV-666 a little more, which is good. It is not very effective on lower PS YV-666s
because they are moving first anyways most likely, so an incorrect maneuver shouldn’t be
assigned in the first place. Use Maneuvering Fins if you cannot afford Engine Upgrade
(Modification) or if you have a spare point in your squad, but it is not an upgrade to build a list
around.

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Munitions Failsafe is garbage. It should not cost any points, as it isn’t worth it for zero points.
However, the only thing keeping this card from a score of zero is the combo with Flechette
Torpedoes. If the torpedo misses (which is desired), it still causes stress, and Munitions Failsafe
keeps the torpedo from discarding. There are not many useful applications for this combo, but it
can be run occasionally on some ships, such as Coran Horn (E-wing).

Pulsed Ray Shield is a solid choice on higher PS, more valuable ships that can legally take it. If the
ship already likes to do hit and run style attacks, this card fits even more strongly. If you can
create situations where the ion token does not really affect your ship that much, this upgrade can
be extremely powerful, but it requires more than one recharge to really get the most out of its
points.

Similar to Hull Upgrade (Modification), Shield Upgrade is grossly (and intentionally) overcosted for
its effect. It has fringe uses as a way to protect lynchpin ships such as “Howlrunner.” Other than
that, Shield Upgrade should almost never see play.

Smuggling Compartment offers some added customizability to the YT-1300 and the YT-2400 and
grants the Rebel faction access to illicit upgrades. The big downside, here, is that if you have
Smuggling Compartment equipped, Engine Upgrade cannot be equipped. That makes the
Smuggling Compartment a little more attractive for lower PS ships.

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Spacetug Tractor Array is a powerful addition to lower PS Quadjumpers. If the overall cost of the
ship is kept down, the Quadjumper can be a truly menacing support ship for the rest of your
squad. Bear in mind that you can use this upgrade on your own ships too, if they need a little
readjustment in maneuvering and you can live with the reduced agility.

Stealth Device only has a few practical uses. It only deserves play on ships that have 3 or more
agility, and in order for Stealth Device to pay off, there need to be multiple instances of defensive
modifiers to keep Stealth Device from getting discarded. The best example of this is a Soontir Fel
(TIE Interceptor) equipped with Push the Limit (EPT), Royal Guard TIE (Title), Stealth Device, and
Autothrusters (Modification). Here, Stealth Device is augmented by, focus and/or evade tokens,
the natural 3 agility, and Autothrusters. Without those other effects, Steal Device simply is not
worth the cost.

A natural fit on low PS TIE Phantoms, the Stygium Particle Accelerator allows greater jousting
efficiency for the TIE Phantoms to decloak up close to an enemy ship, get the free evade token,
and then take another action. Also, Sygium Particle Accelerator is not limited to TIE Phantoms, so
ships equipped with a Cloaking Device (Illicit) can take advantage of this upgrade, although the
volatile nature of Cloaking Device can cause the Stygium Particle Accelerator to not be worth its
points.

Tactical Jammer is a very weak card. It is worthless in almost every sense, as it is exceptionally
rare that a ship would want to attack a ship that is farther away than a ship that is closer, not to
mention the difficulty it takes in getting the ship equipped with Tactical Jammer in the way to
block the attack in the first place. However, Biggs Darklighter (T-65 X-wing) can force the
opponent to attack him, so Tactical Jammer can be effective in the right squad with him,
especially on large-base ships. Kanan Jarrus (VCX-100) is a solid pilot to help with this combo.

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Targeting Computer is not good. There are exceptionally few instances where this card even has
any tangible upside, as most ships have the target lock action. In addition, this upgrade costs a
whopping 2 points for such a minor effect. Finally, taking up the modification slot makes this card
just unplayable. It may be useful someday for a ship that can combo exceptionally well with target
locks but does not natively have the target lock action. Also this card wants to think it can be on a
TIE Interceptor due to the existence of the Royal Guard TIE (title) upgrade, but even then, this
card is too expensive for too little gain.
Errata: Reduce the cost of Targeting Computer to 1. This is to bring this upgrade’s cost in
alignment with its power level.

This upgrade is very versatile, as it has upside on just about every TIE model of ship. Some TIEs are
a little stronger with it than others, as the TIE Defender, TIE Punisher, and the TIE Interceptor tend
to be the biggest winners in regards to this card. Also, if the equipped ship has some upgrade that
causes it to suffer stress, such as Push the Limit (EPT), this upgrade becomes well worth its points
due to allowing more green maneuvers.

Similar to the Expert Handling (EPT) upgrade, Vectored Thrusters grants a small ship the ability to
barrel roll. While not a bad card by any means, it is difficult to find a place for it, as this upgrade is
best on ships with the boost action, but without the barrel roll action, like the A-wing. However,
ships with the boost action tend to prefer Autothrusters for their modification slot.

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Title
Title upgrades are unique in that, like modifications, each ship is allowed to have one title equipped to it. Contrary to
most modifications though, titles always have a ship restriction to them, either showcasing a unique version of the
specific ship (like the Millennium Falcon is a unique YT-1300), or granting the ship special effects that only that ship has
access to (like A-Wing Test Pilot). Additionally, some titles represent the ship coming in multiple different customizable
forms, such as the TIE/x7 and TIE/D titles for the TIE Defender.

This upgrade showcases the highly skilled abilities of the A-wing pilots of the Rebel Alliance. Being
able to equip two EPT upgrades is a HUGE boon, as EPTs are often regarded as some of the best
upgrades in the game. Always take advantage of this title on A-wings, as you can always equip
Adaptability (EPT) for zero points if you do not have enough points for a second EPT.

This is the title for the TIE Striker. While it is not technically an auto-include due its downside, its
advantages almost always outweigh its disadvantages. This title grants unprecedented
maneuverability and the ability to adjust the TIE Striker’s heading on the fly. A potent strategy
with this upgrade is to include upgrades that cause self-stress at will, so that the extra speed that
this title provides can be shut off when needed. Push the Limit (EPT) works well for this.

Alliance Overhaul is essentially a part of the rules text of all ARC-170s, as there is literally zero
reason to not equip this title to an ARC-170. It makes attacks from the front firing arc roll an
additional attack die, while granting a different ability to shots firing from the auxiliary arc.

The Firespray-31 has two titles, the Andrasta and the Slave I. Both are very similar, as they both
grant upgrade icons and both cost zero points. Use Andrasta if you are equipping multiple low
cost bomb upgrades to your Firespray-31. Emon Azzameen tends to prefer this title to Slave I.

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Black One is a niche upgrade. Because it is not always a relevant against squads that do not card
about target locks, Black One should only be included in a squad if you have a free point for its
inclusion. Black One works better with BB-8 (Astromech) due to granting the barrel roll action,
and it allows Black One to be triggered twice in a turn.

The BTL-A4 Y-wing title grants the Y-wing two distinct versions. With the title, the Y-wing’s
jousting efficiency skyrockets by fixing the turret forward. This is very effective with the Twin
Laser Turret or the Ion Cannon Turret. Without the title, the Y-wing can be flown a lot like a PWT,
and grants the ship more freedom with its maneuvers at a loss of its overall firepower. Both
versions of the Y-wing are effective, and it just depends on the composition of the squad and
overall strategy for the player on which version of the ship to fly.

The Concord Dawn Protector title offers Protectorate Starfighters and alternate option when
flying. While Protectorate Starfighters typically behave like arc-dodgers, trying to duck and weave
through the battlefield while taking as few enemy shots as possible, this title allows the ship to
scream into range one of an enemy ship and be able to shrug off damage more effectively. This
title works well against one enemy ship, but when taking fire from multiple sources, even with
this title, the Protectorate Starfighter’s resiliency falters. This is a great title to grant the ship the
ability to alter tactics on the fly, but this title does not turn the Protectorate Starfighter into an
efficient jouster. It just makes it a tolerable option when other options in tactics are not as strong.

Dauntless is a niche title for the YT-49 Decimator. This title helps the ship when it bumps into
another ship, as it can take an action. As the Decimator is ripe for being blocked, this upgrade can
be quite beneficial for some pilots that like to be aggressive. Because of the aggressive nature of
this card, Captain Oicunn is typically the best pilot to sport this title.

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While technically two separate cards, one must equip them both to the VCX-
100 and the Attack Shuttle. These two titles allow the Attack Shuttle to be
docked with the VCX-100, granting it the ability to attack from its rear arc
AND to be able to fire a turret weapon at the end of the Combat Phase. This
combo can be really strong, especially with Twin Laser Turret. The ability to
deploy the Attack Shuttle at the opportune moment can also be extremely
valuable.

The “Heavy Scyk” Interceptor allows the M3-A Interceptor the ability to be customized into a
glass cannon. With the title equipped, the M3-A can hit extremely hard for its light frame. While
the torpedo and missile upgrades are fine options, usually the Cannon upgrade is chosen for this
title. Being able to equip a Heavy Laser Cannon to such a cheap platform truly defines the term:
“glass-cannon.”
Errata: The “Heavy Scyk” Interceptor title grants an additional hull to the equipped ship.

The Havoc title offers even more customizable options to the already increadibly customizable
Scurrg H-6 Bomber. This upgrade even allows access of non-unique Salvaged Astromech upgrades
to the Rebel faction. This upgrade’s use is completely dependent on which upgrade(s) work best
for the squad.

The Hound’s Tooth title is a very interesting upgrade, as it allows the player to deploy a very
inexpensive Z-95 Headhunter to play when the YV-666 is destroyed. In order to take full
advantage of this upgrade, a unique pilot is often better, as the Nashtah Pup gains the PS and
ability of the YV-666 it was deployed from. Also, the YV-666 should be built for offense, as you
want the opponent to put in effort to destroy it, or to be persuaded to ignore it in order to avoid
the Nashtah Pup deployment. That being said, it can be difficult to build a squad that has a high
chance of forcing the opponent into engaging the Hound’s Tooth in a favorable manner for you,
so it can be difficult to justify this title’s inclusion.

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While not an upgrade, the Nashtah Pup Pilot can only be deployed through the
triggering of the Hound’s Tooth title. This Z-95 is best when piloted by Bossk or Latts
Razzi, as these two pilots have abilities that are relevant to a Z-95.

When fielding two Aggressors, these titles are essentially mandatory, as they amp up the
effectiveness of the “Bro-bots” quite significantly. Being able to have both abilities of both IG-88s
on both ships is an incredible ability that is not to be taken lightly. This allows a lot of
customization in the composition of the Bro-bot squad, as there are a lot of different effective
combinations to take advantage of. If only using one Aggressor, be mindful of the IG-88D crew
upgrade to possibly equip to another ship in your squad.

Kylo Ren’s Shuttle is a truly menacing control card. Being able to stress enemy ships in close
proximity to the Upsilon-Class Shuttle is very powerful, and can completely alter the projection of
the battle. The only real downside of this is that the shuttle needs to be pushed near enemy
ships, which may decrease its survivabily, although the Upsilon-Class Shuttle should be used
relatively aggressive regardless.

One of two titles for the M3-A Interceptor, this version offers a greatly reduced cost and
increased maneuverability at the expense of some durability. This title allows the Scyk to be a
budget ship in your squad as opposed to the hard hitting glass-cannon that the “Heavy Scyk”
Interceptor title delivers.

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The Millennium Falcon title (Original Trilogy version) is a staple on almost every named YT-1300,
as it offers the ship much needed resiliency. Offensive dice modification can be accomplished with
an EPT or crew upgrades, which allow the evade action to be taken often.

The Millennium Falcon title (New Republic Trilogy version) is preferred if you doubt you would
ever use the evade action from the other title OR your pilot is Rey. Otherwise, the other title is
usually stronger.

The Mist Hunter title grants the barrel roll action and the Tractor Beam (Cannon) upgrade card to
the G-1A Starfighter, allowing it to have a bit more flexibility in its repositioning ability and enemy
ship control with the Tractor Beam. While not a mind-blowing upgrade, the utility that it can
provide for the G-1A Starfighter cannot be ignored, and should always be equipped if able.
Errata: Reduce the cost to -1.

The Moldy Crow title is a fantastic enhancement to the HWK-290. Combined with Recon Specialist
(Crew), the Moldy Crow can generate an obscene amount of focus tokens, which can be used by
pilot abilities, such as Kyle Katarn (HWK-290), or for firing a Blaster Turret. Either way, the
efficiency that this title provides to the HWK-290 is definitely worth the points on the unique
pilots with those aforementioned upgrades. In order to get the most value out of this title, make
sure to move your squad as slowly as possible during the first few rounds of the game so that you
can stack as many focus tokens on the ship as possible.

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The Outrider grants the unique ability to use an equipped cannon upgrade as a turret for the YT-
2400, while at the same time disabling its primary weapon. The most common use for this
upgrade is to equip a Heavy Laser Cannon and to use that as a 4-dice attack that ignores range 3
bonuses. However, this creates a donut-hole in the range 1 band where the Outrider cannot
attack any enemies. This upgrade makes the higher costed YT-2400s hit worth their point values.
Without the title, the cannon upgrade can still be used just fine, and then the ship has access to
its primary weapon as well. Whether or not to include this upgrade simply depends on the general
squad composition and strategy intended for the squad (as well as being willing to invest five
additional points into the ship for this title).

(See Ghost, under titles)

Pivot Wing is an essential upgrade for U-wings. It allows the ship to have the
option to reduce its agility to enable its ability to perform a 0-speed K-turn.
There is no reason this card should ever be omitted from a U-wing.

While it seems overpriced, the Punishing One title is definitely worth its cost. Being able to add an
attack die for a 360 degree turret primary weapon is very strong. It needs to be equipped to the
right ship though, and not all JumpMaster 5000s need the Punishing One title to be strong. The
versions that want this act as archetypical PWTs; they want to dodge as many arcs as possible and
use their turret weapon to maximum effect while avoiding being shot at by the enemy. The best
pilots for this title are Tel Trevura and Dengar.

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The Royal Guard TIE title grants higher PS TIE Interceptors to equip two modifications, which is an
amazing ability, as modifications tend to be some of the strongest upgrades in the game. Most of
the time, Autothrusters is the main choice, as it is a natural fit on TIE Interceptors. After that,
Stealth Device, Shield Upgrade, Hull Upgrade, and Twin Ion Engine Mk. II are all fantastic choices
that be really amp up the effectiveness of the TIE Interceptor. When you are paying a large part of
your squad points on a really fragile ship like the TIE Interceptor, you want to make sure that the
ship performs as well as it possibly can.

This is a very powerful title upgrade. While it is a little on the expensive side for 3 points, it inflicts
an automatic tractor beam token on an enemy that is hit by the Lancer-Class Pursuit Craft’s
attack. This is exceptional, as the ability to reposition the enemy ship (if it is a small ship) can be
game-changing. However, to get the most out of this ability, this title should be equipped to
higher PS ships (or at least it should be equipped to the highest PS ship in the squad), as the
reduced agility caused by the tractor beam token can be exploited by the rest of the ship’s wing-
mates.

The Firespray-31 has two titles, the Slave I and the Andrasta. Both are very similar, as they both
grant upgrade icons and both cost zero points. Use Slave I if you want to equip high cost bombs to
your ship, as you can then equip Extra Munitions (Torpedo) to grant you extra uses of those
bombs. Also, using the Slave I title grants the use of missiles in conjunction with Extra Munitions.
Finally, Long-Range Sensors (Modification) can be equipped to the Firespray-31 if the Slave I title
is equipped, which can be very useful even if there are not missiles or torpedoes equipped, as it
offers the ship added flexibility with target locks.

Special Ops Training is essentially a part of the rules text of all TIE/sf Fighters, as there is literally
zero reason to not equip this title to a TIE/sf Fighter. It makes attacks from the front firing arc roll
an additional attack die, while granting a different ability to shots firing from the auxiliary arc. It is
usually best to try and concentrate fire on one target at a time, instead of splitting up the attacks
of a ship, but there are times where the extra attack can prove powerful.

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While the ST-321 has some utility with Colonel Jendon, this upgrade ultimately is a Long-Range
Sensor upgrade that is 2 points overcosted, which makes this upgrade essentially unplayable.
Errata: The cost of ST-321 is reduced to 1. This is to align the cost of the title more with Long-
Range Sensors, and it gives some incentive to trying this title with Colonel Jendon.

The StarViper was originally overcosted, so the StarViper Mk.II is the fix to that problem. Due to
this, this title is a requirement. It also changes the way that the barrel roll is utilized on the
StarViper, which is an additional upgrade.

The TIE Shuttle title offers a completely different way to outfit the TIE Bomber. Without the title,
the TIE Bomber is a cheap ordnance platform. With the title, though, the TIE Bomber becomes an
efficient way to house crew upgrades and act as a support or control ship. Tactician, Darth Vader,
Mara Jade, and Rebel Captive are all great control options. Fleet Officer and Systems Officer are
great support upgrades.

This cheap upgrade is almost a necessity on the TIE Advanced Prototype, at least at higher PS, as it
grants the ship essentially five actions. Being able to get a free evade token for taking a target lock
action is a huge upside. Granted, it is easier to acquire target locks at high PS, so higher PS pilots
will want this title a little more than generic pilots, but generic pilots may look to this title too to
help with action economy.

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The TIE/x1 title is REQUIRED on the TIE Advanced to make it playable. Being able to equip a
systems upgrade for free or at least very cheap is a huge boost. The most common systems
upgrades to equip are Accuracy Corrector (better for lower PS) and Advanced Targeting Computer
(better for higher PS). Fire-Control System and Sensor Jammer are also fine options.

As one of three different versions of the TIE Defender (TIE/x7, TIE/D, and no-title), the TIE/x7
tends to be the default option. Reducing the cost of the TIE Defender and granting a free evade
token at high speeds is a fantastic ability, as it allows the Defender to play more aggressively due
to its enhanced defenses. In addition, as the title grants an evade token, the TIE Defender even
gets the evade token if it bumps, because it is not an action. Without either title, the TIE Defender
is only really worth it with Rexlar Brath using the Heavy Laser Cannon and Predator or Lone Wolf
(both EPTs).
Errata: The TIE/x7 title has its cost increased to 0. TIE/x7’s second sentence should read: “After
executing a 3-, 4-, or 5-speed maneuver, if you did not overlap an obstacle or ship, you may
perform a free evade action.” This brings the cost in line with its power level.

While slightly less popular than the TIE/x7 title, the TIE/D title trades the added efficiency and
resiliency that the TIE/x7 title adds for a huge spike in damage potential. By equipping a Tractor
Beam, Flechette Cannon, or Ion Cannon, the TIE/D can inflict a lot of damage as well as being a
very potent control piece of a squad. However, it should be noted that in order to get the most
out of this upgrade, there need to be dice modifications for both attacks for this upgrade to be
worth it over the TIE/x7. Predator (EPT) and Ruthlessness (EPT) can help make these attacks
stronger, as well as simply flying Colonel Vessery (TIE Defender).

Vaksai’s existence is due to the fact that the base Kihraxz Fighter is over-costed. This title
encourages the player to equip lots of upgrades to the ship. The more upgrades equipped, the
more points are saved. However, there is a point where you can spend too many points on the
ship. Either way Vaksai encourses equipped lots of 1 cost upgrades, like XX-23 S-Thread Tracers
(missile) and Munition Failsafe (modification).

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The Virago title grants added customizability to the StarViper. This is essential for the unique
pilots as their high costs need to have upgrades to augment their abilities.

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