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A miniatures game by Creator/FantasyFlightGames based on ''Franchise/StarWars'' and inspired by the star fighter battles within. The game is focused on the Galactic Civil War of the original trilogy and features most of the fighters from the films and many of the fighters from [[Franchise/StarWarsLegends various other sources]], including comics and video games. It is the sister game to ''TabletopGame/StarWarsArmada''.

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A miniatures game {{Wargam|ing}}e by Creator/FantasyFlightGames based on ''Franchise/StarWars'' and inspired by the star fighter battles within. The game is focused on the Galactic Civil War of the original trilogy and features most of the fighters from the films and many of the fighters from [[Franchise/StarWarsLegends various other sources]], including comics and video games. It is the sister game to ''TabletopGame/StarWarsArmada''.
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Removing ROCEJ sinkhole as part of cleanup.


In November 2020, Fantasy Flight Games' parent company Asmodee USA reorganized their subsidiaries to create specialization. As such, Fantasy Flight lost control of Star Wars Legion, Star Wars: Armada, and Star Wars: X-wing the Miniatures Game to Atomic Mass Games. Shortly thereafter, AMG released their own "update", [[FanNickname termed 2.5]] to the rules to bring it more in line with their other table top games. These changes were [[Administrivia/RuleOfCautiousEditingJudgment controversial]] within the community itself and as such there remain strong followings for both

to:

In November 2020, Fantasy Flight Games' parent company Asmodee USA reorganized their subsidiaries to create specialization. As such, Fantasy Flight lost control of Star Wars Legion, Star Wars: Armada, and Star Wars: X-wing the Miniatures Game to Atomic Mass Games. Shortly thereafter, AMG released their own "update", [[FanNickname termed 2.5]] to the rules to bring it more in line with their other table top games. These changes were [[Administrivia/RuleOfCautiousEditingJudgment controversial]] controversial within the community itself and as such there remain strong followings for both
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Edit lock ran out, had to save it to be able to check errors


In November 2020, Fantasy Flight Games' parent company Asmodee USA reorganized their subsidiaries to create specialization. As such, Fantasy Flight lost control of Star Wars Legion, Star Wars: Armada, and Star Wars: X-wing the Miniatures Game to Atomic Mass Games. Shortly thereafter, AMG released their own "update", [[FanNickname termed 2.5]] to the rules to bring it more in line with their other table top games. These changes were [[RuleofCautiousEditingJudgement controversial]] within the community itself and as such there remain strong followings for both

to:

In November 2020, Fantasy Flight Games' parent company Asmodee USA reorganized their subsidiaries to create specialization. As such, Fantasy Flight lost control of Star Wars Legion, Star Wars: Armada, and Star Wars: X-wing the Miniatures Game to Atomic Mass Games. Shortly thereafter, AMG released their own "update", [[FanNickname termed 2.5]] to the rules to bring it more in line with their other table top games. These changes were [[RuleofCautiousEditingJudgement [[Administrivia/RuleOfCautiousEditingJudgment controversial]] within the community itself and as such there remain strong followings for both



** Consciously averted with AMG's changes to 2.5 edition. Most notable has been the re-costing of generic pilots to be the same price as named ones, making generic pilots objectively useless over named pilots. On top of this, upgrades no longer cost points for the overall squadron, instead filling up each pilot's individual allotment of upgrade points. As a result it's now far more practical to field [[StarWarsIVANewHope Luke Skywalker with R2D2 in an X-wing and a pair of proton torpedos]] than it would be otherwise

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** Consciously averted with AMG's changes to 2.5 edition. Most notable has been the re-costing of generic pilots to be the same price as named ones, making generic pilots objectively useless over named pilots. On top of this, upgrades no longer cost points for the overall squadron, instead filling up each pilot's individual allotment of upgrade points. As a result it's now far more practical to field [[StarWarsIVANewHope [[Film/ANewHope Luke Skywalker with R2D2 in an X-wing and a pair of proton torpedos]] than it would be otherwise



* BribingYourWayToVictory: Was a relatively large issue in 1st edition, as the only way to get access to upgrades was to hold the physical cards containing them. Since cards came only with specific releases, in some cases the [[ Huge Ship only]] releases, a sizeable investment was necessary to ensure your squadrons had the upgrades necessary to stay up to date with the current meta. The release of the [[StarWarsVIIITheLastJedi Star Fortress Heavy Bomber]] notably sold out specifically because of how one of its upgrades completely broke the game (as mentioned above under AwesomeButImpractical).

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* BribingYourWayToVictory: Was a relatively large issue in 1st edition, as the only way to get access to upgrades was to hold the physical cards containing them. Since cards came only with specific releases, in some cases the [[ Huge Ship only]] releases, a sizeable investment was necessary to ensure your squadrons had the upgrades necessary to stay up to date with the current meta. The release of the [[StarWarsVIIITheLastJedi [[Film/TheLastJedi Star Fortress Heavy Bomber]] notably sold out specifically because of how one of its upgrades completely broke the game (as mentioned above under AwesomeButImpractical).



* BroadStrokes: The game takes inspiration both from the new Disney canon as well as the old ''[[Franchise/StarWarsLegends Legends]]'' [[AlternateContinuity continuity]]. So if you've ever wanted to see how [[Franchise/ShadowsOfTheEmpire Dash Rendar]] would fare against [[WesternAnimation/StarWarsRebels the Inquisitor]], or pit [[ComicBook/StarWarsCrimsonEmpire Kir Kanos]] against Hera Syndulla, you can do so here.

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* BroadStrokes: The game takes inspiration both from the new Disney canon as well as the old ''[[Franchise/StarWarsLegends Legends]]'' [[AlternateContinuity continuity]]. So if you've ever wanted to see how [[Franchise/ShadowsOfTheEmpire [[VideoGame/ShadowsOfTheEmpire Dash Rendar]] would fare against [[WesternAnimation/StarWarsRebels the Inquisitor]], or pit [[ComicBook/StarWarsCrimsonEmpire Kir Kanos]] against Hera Syndulla, you can do so here.



** Rebellion are the Powerhouse Rangers when it comes to fighters, with Generalist when it comes to Large ships. They want to cooperate with one another to keep each other alive, with a large emphasis on becoming MightyGlaciers, StoneWalls, and LighningBruisers through their abilities.
** Empire are the Subversive, with their tricks coming mostly from their Large ships. They rely on speed, unusual abilities, and other quirks in their small ships, and their large ships are enormous MightyGlaciers that want to use their crew slots to trade expendable mooks for high value targets on the enemy team

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** Rebellion are the Powerhouse Rangers when it comes to fighters, with Generalist when it comes to Large ships. They want to cooperate with one another to keep each other alive, with a large emphasis on becoming MightyGlaciers, StoneWalls, and LighningBruisers a MightyGlacier, StoneWall, or LighningBruiser through their individual abilities.
** Empire are the Subversive, with their tricks coming mostly from their Large ships. They rely on speed, unusual abilities, and other quirks in their small ships, and their large ships are enormous MightyGlaciers usually a MightyGlacier that want wants to use their crew slots to trade expendable mooks for high value targets on the enemy team

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Updated page to conform with 2.0 and 2.5


Examples on this page might only apply to one of the two editions.

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Examples on this page might only apply In November 2020, Fantasy Flight Games' parent company Asmodee USA reorganized their subsidiaries to one create specialization. As such, Fantasy Flight lost control of Star Wars Legion, Star Wars: Armada, and Star Wars: X-wing the two editions.Miniatures Game to Atomic Mass Games. Shortly thereafter, AMG released their own "update", [[FanNickname termed 2.5]] to the rules to bring it more in line with their other table top games. These changes were [[RuleofCautiousEditingJudgement controversial]] within the community itself and as such there remain strong followings for both



* AceCustom: Can be invoked on a number of ships using available 'Title' upgrade cards. While not all of them do this, and a few actually downgrade ships to represent prototypes and such (the benefit in that case being reduced point cost to play the ship), at least half give the ship a significant boost along with the name. The Millennium Falcon herself is a double example, not only having the available boost from the "Millennium Falcon" title upgrade, but the YT-1300 is the only example in the game so far where the lowest 'generic' version has different stats, significantly lower from any of the named pilot versions.

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** Played with under AMG's 2.5 rules. Now friendly ships, at least, can slam into each other if they "bump" on the tabletop and would have their bases overlap.
* AceCustom: Can be invoked on a number of ships using available 'Title' upgrade cards. While not all of them do this, and a few actually downgrade ships to represent prototypes and such (the benefit in that case being reduced point cost to play the ship), at least half give the ship a significant boost along with the name. The Millennium Falcon herself is a double example, not only having the available boost from the "Millennium Falcon" title upgrade, but the YT-1300 is the only example in the game so far where the lowest cost 'generic' version pilot has different stats, significantly lower from any of the named pilot versions.



* ActionBomb: Ships with Illicit upgrades can equip the Deadman's Switch, which means that they explode when they die.

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** Inverted in one notable case for "Wampa", a named "ace pilot" with [[LethalJokeCharacter the lowest pilot skill possible]] for the standard {[=TIE=]} fighter. So low he's even lower than the Obsidian Squadron generic pilots!
* ActionBomb: Ships with Illicit upgrades can equip the Deadman's Switch, which means that they explode when they die. The card even includes the pilot holding a Thermal Detonator, giving a whole new meaning to TakingYouWithMe !



* AwesomeButImpractical: Most ordnance secondary weapons hit hard and have devastating effects. However, their point cost, exhaustibility, and the setup required to use them in actual combat make them highly impractical to use in competitive play. Fantasy Flight games has gradually gotten a bit better at making effective ordnance weapons, but they still struggle.
** The E-wing is almost as maneuverable as an interceptor, packs a hefty punch, and can use the incredibly powerful systems upgrades. However, they're also very expensive, and as a result, the generic pilots are almost never seen.
** The TIE Defender has a fantastic statline, with 3s across the board (yes that includes both evade and shield), plus one of the best maneuver dials in the game, as fast as the A-Wing, better turns and the only ship in the entire game with a U-Turn maneuver that isn't red. Problem is it's incredibly expensive, with the basic, Pilot Skill 1 pilot being more expensive than Darth Vader, so it's rarely seen. The "Imperial Veterans" expansion is intended to rectify this with its "TIE/D" (0 points, allows a free primary weapon attack every time a cannon secondary is used) and "TIE/x7" (-2 points, sacrifices the secondary weapon slots but gives out free evade tokens for every speed 3 or greater maneuver) title cards, as well as 3 additional Defender pilots (2 unique, 1 generic).

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* AwesomeButImpractical: Most ordnance secondary weapons hit hard zig-zagged as the game has gone on. Initially Luke Skywalker, Ordinance, and have devastating effects. However, other "high cost" units were this trope. As PowerCreep set in, and new releases came about, many examples lost their point cost, exhaustibility, and the setup required to use "awesome", while others got upgrades that allowed them to offset the "impractical" part. Eventually, in actual combat make them highly impractical fact, two particular pilots used Ordinance to use in competitive play. Fantasy Flight games completely break the entire meta [[https://old.reddit.com/r/HobbyDrama/comments/cx47pe/xwing_the_miniature_game_how_two_idiots_youve/ over their knees]].
** Consciously averted with AMG's changes to 2.5 edition. Most notable
has gradually gotten a bit better at making effective ordnance weapons, but they still struggle.
** The E-wing is almost as maneuverable as an interceptor, packs a hefty punch, and can use
been the incredibly powerful systems upgrades. However, they're also very expensive, and as a result, the re-costing of generic pilots are almost never seen.
** The TIE Defender has a fantastic statline, with 3s across
to be the board (yes that includes both evade and shield), plus one same price as named ones, making generic pilots objectively useless over named pilots. On top of this, upgrades no longer cost points for the best maneuver dials in the game, as fast as the A-Wing, better turns and the only ship in the entire game with overall squadron, instead filling up each pilot's individual allotment of upgrade points. As a U-Turn maneuver that isn't red. Problem is result it's incredibly expensive, now far more practical to field [[StarWarsIVANewHope Luke Skywalker with the basic, Pilot Skill 1 pilot being more expensive R2D2 in an X-wing and a pair of proton torpedos]] than Darth Vader, so it's rarely seen. The "Imperial Veterans" expansion is intended to rectify this with its "TIE/D" (0 points, allows a free primary weapon attack every time a cannon secondary is used) and "TIE/x7" (-2 points, sacrifices the secondary weapon slots but gives out free evade tokens for every speed 3 or greater maneuver) title cards, as well as 3 additional Defender pilots (2 unique, 1 generic).it would be otherwise



** 2.0 was created, in part, to allow this to happen on the fly. The switch to a largely digital list building system allowed FFG (and now AMG) to actively update points costs in real time to balance the performance of builds and lists. In addition, it meant everyone had access to upgrades without necessarily needing to purchase the set the physical cards came with.



* BribingYourWayToVictory: Mostly averted as expansion packs are non-randomized and a full 100 point tournament list can be as few as two ships. However, some squad builds require upgrades that only come with specific ships that may not see use or are hard to find. This is a particularly sore point when it comes to upgrades and pilots that come in the epic expansions, as huge ships are not legal in standard play (although the rules allow a player to use a huge ship as an obstacle instead of asteroids or debris fields in casual games) and the expansions are much more expensive compared to standard expansions, but all of the the huge ships thus far have included at least one metagame-defining card that 'is' legal in standard play
** The Rebel Transport gets less flak than the other huge expansions for being the cheapest of the huge expansions, but some people still grumble about how a critical piece of Rebel Control Builds (R3-A2) is only found in this expansion
** The Tantive IV expansion doesn't even include a small base ship, but the R2-D2 and C-3PO crew cards are incredibly powerful defensive upgrades. C-3PO is particularly egregious as he is a key part of the popular "Fat Han" list.
** The Imperial Raider is particularly contentious because it contains the TIE Advanced x1 upgrade in addition to new pilots for the TIE Advanced and the powerful Emperor Palpatine Crew Card (the centerpiece of the "Palp Aces" lists that currently dominate the meta). A vocal group on the fantasy flight forums are upset about a card that is almost mandatory to run the TIE Advanced competitively is only available in a one hundred dollar expansion. At least FFG was kind enough to include 4 copies of the card (as well as 4 copies of Advanced Targeting Computer, the system upgrade normally used in conjunction with the TIE/x1 title) in the expansion so anyone who wants to run a squad of nothing but TIE Advanced doesn't need to buy multiple copies. That also makes it easy for those who ''don't'' intend to run multiple TIE Advanced in a squad to [[Website/{{eBay}} sell the extras on eBay]] and recoup a good bit of the money spent on buying a Raider.
** On a smaller scale, the [=StarViper=] is a Scum-only ship that costs a bit more than others of its scale, but the Autothrusters modification that comes in it is considered virtually mandatory for any ship with the Boost action, such as the T-70 X-Wing and especially the TIE Interceptor. The situation will be somewhat improved with the release of the also-expensive TIE Silencer, an Interceptor-like ship which also comes with Autothrusters, although Rebel players are still out of luck.

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* BribingYourWayToVictory: Mostly averted Was a relatively large issue in 1st edition, as expansion packs are non-randomized and a full 100 point tournament list can be as few as two ships. However, some squad builds require the only way to get access to upgrades that was to hold the physical cards containing them. Since cards came only come with specific ships that may not see use or are hard releases, in some cases the [[ Huge Ship only]] releases, a sizeable investment was necessary to find. This is a particularly sore point when it comes to ensure your squadrons had the upgrades and pilots that come in the epic expansions, as huge ships are not legal in standard play (although the rules allow a player necessary to use a huge ship as an obstacle instead of asteroids or debris fields in casual games) and the expansions are much more expensive compared stay up to standard expansions, but all of the the huge ships thus far have included at least one metagame-defining card that 'is' legal in standard play
** The Rebel Transport gets less flak than the other huge expansions for being the cheapest of the huge expansions, but some people still grumble about how a critical piece of Rebel Control Builds (R3-A2) is only found in this expansion
** The Tantive IV expansion doesn't even include a small base ship, but the R2-D2 and C-3PO crew cards are incredibly powerful defensive upgrades. C-3PO is particularly egregious as he is a key part of the popular "Fat Han" list.
** The Imperial Raider is particularly contentious because it contains the TIE Advanced x1 upgrade in addition to new pilots for the TIE Advanced and the powerful Emperor Palpatine Crew Card (the centerpiece of the "Palp Aces" lists that currently dominate the meta). A vocal group on the fantasy flight forums are upset about a card that is almost mandatory to run the TIE Advanced competitively is only available in a one hundred dollar expansion. At least FFG was kind enough to include 4 copies of the card (as well as 4 copies of Advanced Targeting Computer, the system upgrade normally used in conjunction
date with the TIE/x1 title) in the expansion so anyone who wants to run a squad of nothing but TIE Advanced doesn't need to buy multiple copies. That also makes it easy for those who ''don't'' intend to run multiple TIE Advanced in a squad to [[Website/{{eBay}} sell the extras on eBay]] and recoup a good bit of the money spent on buying a Raider.
** On a smaller scale, the [=StarViper=] is a Scum-only ship that costs a bit more than others of its scale, but the Autothrusters modification that comes in it is considered virtually mandatory for any ship with the Boost action, such as the T-70 X-Wing and especially the TIE Interceptor.
current meta. The situation will be somewhat improved with the release of the also-expensive TIE Silencer, an Interceptor-like [[StarWarsVIIITheLastJedi Star Fortress Heavy Bomber]] notably sold out specifically because of how one of its upgrades completely broke the game (as mentioned above under AwesomeButImpractical).
** Thoroughly averted with 2.0, however, as the only physical purchases necessary are to fly whatever
ship which also comes with Autothrusters, although Rebel players are still you'd like to have in your squadron. All of the other information, from the movement dials to the upgrades, is available for free online. Even buying the conversion kits for 1.0 to 2.0 turned out of luck.to largely be unnecessary if a user was willing to simply manufacture or print their own conversion elements from online information thanks to the Open Gaming License.



** Taken even further with the TIE/fo, TIE/sf, Upsilon Shuttle, Quadjumper, T-70 X-Wing, TIE Silencer and Resistance Bomber. [[AnachronismStew You can mix and match ships from both the Original Trilogy and the new films]], and indeed some benefit greatly from this (Poe Dameron's Focus-based talents combo very well with a fully upgraded Kyle Katarn's ability to generate tons of Focus and hand them out like party favours).
** There are also a few characters assigned as pilots to fighters they were never associated with in canon. This was somewhat inevitable given, for example, the lack of named E-wing pilots in ''Legends''. Corran Horn has always been primarily an X-wing pilot (and even personally owns his X-wing), while Etahn A'baht is not known to have been a pilot at all (his sole known connection to the E-wing was commanding a fleet that used them as their main fighter); oddly enough, Luke, who ''did'' own an E-Wing for a while (he gave it back) is not one. The upcoming ARC-170 expansion also contains entirely pilots who are not yet known to have ever flown one. Surprisingly enough, Airen Cracken is not one of these; while he's better known in both Legends and the new canon as the head of the Rebel spy network and it's his son Pash (not yet in the game) who's known as a fighter ace, he really did (at least in Legends) fly a Z-95 Headhunter in the early days of the Rebellion. Gavin Darklighter is placed in an E-wing, which--like Corran--he had a 50/50 shot of being in one. Most confusing is the edition of Ibtisam in an ARC-170 fighter.
*** Corran Horn had a 50/50 chance of flying an E-Wing in the ''ComicBook/CrimsonEmpire'' series, when Rogue Squadron was using B-wings and E-wings together for a short while. Assuming that the time period didn't overlap with ''[[Literature/JediAcademyTrilogy I, Jedi]]''.
** And since the Slave I was released before Scum & Villainy's addition as a third faction, a few decidedly non-Imperial pilots can fly for the Empire. While Boba Fett was hired by the Empire on many occasions, this was as a bounty hunter and not to aid in space combat. Kath Scarlet is a pirate with a habit of ''specifically targeting Imperial transports'', since they tend to have the most valuable stuff to steal. And Krassis Trelix was an Imperial ''deserter'' who only started piloting a Firespray after joining a slaving guild.

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** Taken even further with the TIE/fo, TIE/sf, Upsilon Shuttle, Quadjumper, T-70 X-Wing, TIE Silencer and Resistance Bomber. [[AnachronismStew You can mix and match ships from both the Original Trilogy and the new films]], and indeed some benefit greatly from this (Poe Dameron's Focus-based talents combo very well with a fully upgraded Kyle Katarn's ability to generate tons of Focus and hand them out like party favours).
** There are also a few characters assigned as pilots to fighters they were never associated with in canon. This was somewhat inevitable given, for example, the lack of named E-wing pilots in ''Legends''. Corran Horn has always been primarily an X-wing pilot (and even personally owns his X-wing), while Etahn A'baht is not known to have been a pilot at all (his sole known connection to the E-wing was commanding a fleet that used them as their main fighter); oddly enough, Luke, who ''did'' own an E-Wing for a while (he gave it back) is not one. The upcoming ARC-170 expansion also contains entirely pilots who are not yet known to have ever flown one. Surprisingly enough, Airen Cracken is not one of these; while he's better known in both Legends and the new canon as the head of the Rebel spy network and it's his son Pash (not yet in the game) who's known as a fighter ace, he really did (at least in Legends) fly a Z-95 Headhunter in the early days of the Rebellion. Gavin Darklighter is placed in an E-wing, which--like Corran--he had a 50/50 shot of being in one. Most confusing is the edition of Ibtisam in an ARC-170 fighter.
*** Corran Horn had a 50/50 chance of flying an E-Wing in the ''ComicBook/CrimsonEmpire'' series, when Rogue Squadron was using B-wings and E-wings together for a short while. Assuming that the time period didn't overlap with ''[[Literature/JediAcademyTrilogy I, Jedi]]''.
** And since the Slave I was released before Scum & Villainy's addition as a third faction, a few decidedly non-Imperial pilots can fly for the Empire. While Boba Fett was hired by the Empire on many occasions, this was as a bounty hunter and not to aid in space combat. Kath Scarlet is a pirate with a habit of ''specifically targeting Imperial transports'', since they tend to have the most valuable stuff to steal. And Krassis Trelix was an Imperial ''deserter'' who only started piloting a Firespray after joining a slaving guild.



** The twin laser turret upgrade specializes in this. It makes two highly accurate attacks at each opportunity, but each attack can only deal one damage.



** Arc dodging requires you to be good at predicting where your opponent is going to go, avoiding lines of fire, and protecting ships with tiny hull totals that cost a third of your points. If you ''are'' good at all of those things, you can fly in circles around jousters.

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** Arc dodging requires you to be good at predicting where your opponent is going to go, avoiding lines of fire, and protecting ships with tiny hull totals that cost a third of your points. If you ''are'' good at all of those things, you can fly in circles around jousters.your enemies, or at minimum force turreted ships to waste their actions trying to turn their guns to fire on you.



* FactionCalculus: Not very clear cut anymore, but when the game first started, the Rebels were the Powerhouse faction, with mostly tough, elite fighters and the Empire was the Subversive faction, mostly consisting of fast, cheap and expendable craft.
** In addition, the three factions are now somewhat identified by their (basically) unique shticks:
*** ''Rebels'': Heavy Shields & Shield regeneration (especially egregious on the X-Wings, making them nigh-unkillable in 1v1 dogfights)
*** ''Empire'': High maneuverability (Barrel Rolls & Evade actions, 5-speed maneuvers, lots & lots of White and Green maneuvers, multiple K-Turns and S-Loops, etc.)
*** ''Scum'': Strange effects and Illicit upgrade slots, with a willingness to sacrifice HP and even ships for some tactical advantage (such as protecting a tougher ship, or using Deadman's Switch for a suicide run).
* FixedForwardFacingWeapon: The default, although a few ships have auxiliary firing arcs out the rear (the Firespray-31, ARC-170, VCX-100 and TIE/sf) or the flanks (YV-666), a few others have either integrated turrets (K-Wing, YT-1300, YT-2400, Jumpmaster 5000, and VT-49 Decimator) or a turret slot (VCX-100, HWK-290, Attack Shuttle, Y-Wing, and the K-Wing again), or can rotate their guns to face in any direction with an action (Lancer-class pursuit craft). Taken UpToEleven with the Kimogila fighter, which has a secondary "bullseye" firing arc inside its normal firing arc, that allows it to do more if it lines up perfect shots - starting with denying them the option to spend tokens defensively and moving up to the effects of the unique named pilots.
** Second Edition brought the bullseye arc to all ships, with upgrade cards allowing their general use.
* FragileSpeedster: A-Wings, TIE Interceptors, and from early previews, the Concord Dawn Protectorate Starfighter, are capable of blistering speeds, but only have 3-4 total hull and shield. TIE Strikers with the Adaptive Ailerons title upgrade are even more notable: unless they're stressed, they automatically execute a free range 1 straight or bank move, meaning that they ''can't'' move less than range 3 in a given turn (if they reveal a range 1, they move 1 before moving + base length of 1 + actual range 1 move).

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* FactionCalculus: Not very While progressively less rigid over time due to factions intermingling, there are still fairly clear cut anymore, but when delineations in the game first started, the Rebels were way factions want to behave:
** Rebellion are
the Powerhouse Rangers when it comes to fighters, with Generalist when it comes to Large ships. They want to cooperate with one another to keep each other alive, with a large emphasis on becoming MightyGlaciers, StoneWalls, and LighningBruisers through their abilities.
** Empire are the Subversive, with their tricks coming mostly from their Large ships. They rely on speed, unusual abilities, and other quirks in their small ships, and their large ships are enormous MightyGlaciers that want to use their crew slots to trade expendable mooks for high value targets on the enemy team
** Scum And Villainy used to be the Balanced Gimmick
faction, but have slowly slipped into the Gimmick Cannons, with mostly tough, elite fighters and the Empire was the their exclusive access to illicit upgrades allowing them to punch '''way''' above their weight class on ships that are otherwise laughably underpowered. Their sub factions flit between Subversive faction, mostly consisting of fast, cheap (Star Vipers) and expendable craft.
Balanced (IG-2000s)
** In addition, Resistance are the three factions are now somewhat identified by Balanced Specialist faction. While they have a low variety of ships, each one can fill a solid role, but will struggle outside its intended usecase. Their fighters behave like Large ships and their (basically) unique shticks:
*** ''Rebels'': Heavy Shields & Shield regeneration (especially egregious on
Large ships behave like fighters often, as well.
** First Order are Subversive Brutes, they can throw hordes or elite squadrons, but in all cases their intend function is to smash, often by using
the X-Wings, making them nigh-unkillable bodies of their own ships as the club. Best exemplified in 1v1 dogfights)
*** ''Empire'': High maneuverability (Barrel Rolls & Evade actions, 5-speed maneuvers, lots & lots
the General Hux crew card which allows him to hand out free actions to far more allies than the Coordinate action usually would...at the direct expense of White and Green maneuvers, multiple K-Turns and S-Loops, etc.)
*** ''Scum'': Strange effects and Illicit upgrade slots,
all the people following those orders
** Confederacy of Independent Systems are the Horde. Their entire army relies on throwing as many redundant bodies at you as possible,
with a willingness particular dependence on abilities that allow them to sacrifice HP and even repeat, regenerate, or share Calculate tokens to offset the fact that all their pilots are largely droids who need to spend Calculates at 1:1 for results while organic pilots can spend Focus at 1:all dice
** Galactic Republic are the Balanced Technical faction. All their
ships for some tactical advantage (such as protecting a tougher ship, are overpriced and/or underpowered, but they all have abilities that make them work together to become far, far more dangerous. In the entire faction there are just 7 pilots available who don't have an ability that either actively or using Deadman's Switch for can be upgraded to benefit their team mates. As such they always want to stick together, even if they're not necessarily a suicide run).
swarm.
* FixedForwardFacingWeapon: One third of the ship types, which includes the titular X-wing, as well as a significant amount of other ships. The default, although a few ships have auxiliary firing arcs out the rear (the Firespray-31, ARC-170, VCX-100 and TIE/sf) or the flanks (YV-666), a few others have either integrated turrets (K-Wing, YT-1300, YT-2400, Jumpmaster 5000, and VT-49 Decimator) or a turret slot (VCX-100, HWK-290, Attack Shuttle, Y-Wing, and are Turrets, such as the K-Wing again), or can Millennium Falcon, who rotate their guns to face in any direction with an action (Lancer-class pursuit craft). Taken UpToEleven with the Kimogila fighter, which has a secondary "bullseye" firing arc inside its normal firing active combat arc, and [[FanNickname Bowties]] like the ARC-170, who have a pair of opposing 90 degree arcs that allows it are either fixed or mounted to do more if it lines up perfect shots - starting with denying a turret, allowing them the option to spend tokens defensively and moving up have tremendous coverage against enemies trying to the effects of the unique named pilots.
outmaneuver them.
** Second Edition brought added a "bullsey" arc, straight down the bullseye arc to all ships, with upgrade cards allowing middle of the front of every ship. While not every ship can innately use it, there are many upgrades and pilot abilities that rely on it, either their general use.
own or the enemy's.
* FragileSpeedster: A-Wings, E-wings, TIE Interceptors, TIE Reapers and from early previews, the Concord Dawn Strikers, Star Vipers, Protectorate Starfighter, are capable of blistering speeds, but only have 3-4 total hull and shield. TIE Strikers with the Adaptive Ailerons title upgrade are even more notable: unless they're stressed, they automatically execute a free range 1 straight or bank move, meaning that they ''can't'' move less than range 3 in a given turn (if they reveal a range 1, they move 1 before moving + base length of 1 + actual range 1 move).Starfighters, etc



** Multiple ships in "Legends" material such as ''The Complete Guide to Vehicles and Vessels'' are said to have a sublight speed comparable to a Y-Wing. Because a Y-Wing is in stiff competition with the HWK for the worst dial in the game, most of those ships are actually faster than it.
* GlassCannon: The TIE Phantom has the highest primary attack value in the game, at a stunning 4 attack. However, it only has 2 Hull, 2 Shields, and 2 Agility - compared to other ships of the same value, it is remarkably fragile. Most Phantoms take advantage of [[StealthInSpace cloaking]] to augment the Phantom's poor agility value.

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** Multiple ships in "Legends" material such as ''The Complete Guide to Vehicles and Vessels'' are said to have a sublight speed comparable to a Y-Wing. Because a Y-Wing is in stiff competition And in-game, basically every ship has access to its 3 and 4 straights, with their biggest benefit coming from the HWK for lack of stress these speeds put on the worst dial in pilot compared to the game, most of those ships are actually faster than it.
"slow" Y-wing.
* GlassCannon: The TIE Phantom has the highest primary attack value in the game, at a stunning 4 3 attack. However, it only has 2 Hull, 2 Shields, and 2 Agility - compared to other ships of the same value, it is remarkably fragile. Most Phantoms take advantage of [[StealthInSpace cloaking]] to augment the Phantom's poor agility value.



** Most CIS and GAR ships fall into this category as well, boasting impressive abilities to deal damage, but substandard ability to dodge or tank for their points costs. The ARC-170 is of particular note, boasting only 1 shield over the Y-wing, but also being 50% larger and therefore a much easier target on the same comparatively substandard dial.



* JackOfAllStats: The [=TIE=] Advanced and [[Film/TheForceAwakens T-70 X-wing]]. The classic T-65 X-wing from the original trilogy tries to be this, but because it lacks any sort of reposition ability and is too expensive to be used as a blocking ship, it's mostly limited to the role of jousting. [[MasterOfNone Prior to Wave 8, the generic pilots weren't even good at that.]]
* LastChanceHitPoint: If a YV-666 with the ''Hound's Tooth'' title is destroyed, the pilot launches in the ''Nashtah Pup'' Z95, allowing them to continue the fight in a much smaller and weaker fighter.

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* JackOfAllStats: The [=TIE=] Advanced and [[Film/TheForceAwakens T-70 X-wing]]. The classic T-65 eponymous X-wing in all its forms is absolutely this, boasting decent durability, attack, dodge, dial, and mobility actions innately, with the pilots supplementing it further. Every faction in turn has their own equivalent, from the original trilogy tries to be this, but because it lacks any sort of reposition ability and is too expensive to be used as a blocking ship, it's mostly limited {[=TIE=]} Aggressor, to the role of jousting. [[MasterOfNone Prior to Wave 8, Bellbullab-22, the generic pilots weren't even good at that.]]
{[=TIE=]}/sf, and the V-wing.
* LastChanceHitPoint: If a YV-666 with the ''Hound's Tooth'' title is destroyed, the pilot launches in the ''Nashtah Pup'' Z95, allowing them to continue the fight in a much smaller and weaker fighter.



** The {[=TIE=}]/Defender also was and remains an absolute lightning bruiser, with high stats, enormous speed, and an array of upgrades allowing it to deal ludicrous amounts of damage.
** Thanks to the availability of [[ZergRush generic Jedi]] pilots, the Delta-7 Aethersprite also is very much this. Its inherent stats are comparable to an A-wing, but with the ability for affordable and mass-capable force powers on the field, it can hit far, far above its weight class. Even more so if certain named Jedi are included, given the GAR's emphasis on cooperative buffing.



* MightyGlacier: The ARC-1300, YT-1300, Lambda shuttle, TIE Bomber, Y-Wing, M12-L Kimogila and B-Wing all have fairly poor movement without upgrades, but a lot of HP and/or shields. For example, both Y-Wings and B-Wings have a total of 8 hull and shield points, but very few green manoeuvres (making it hard to recover stress) and lots of red ones (making it easy to gain it), while the Kimogila has no forward move faster than speed 3, but can reload its ordnance and has that bullseye arc to be dealing with.
* {{Nerf}}: Fantasy Flight is not shy about releasing errata to weaken overpowered builds. The March 2017 errata, for example, depowered Palpatine (you now declare you're using him ''before'' rolling, meaning you can't rely on him for a success just when you need it), Manaroo (her ability to give free stuff to allies now has a harsh range limitation, preventing her from churning out buffs from the other side of the board), the Zuckuss crew card (he now can't be used if you're already stressed, meaning you can't use him on every attack), and the x7 title (it's now an ''action'', not a free token, which means you need to keep an eye on stress and can't pull it when going through asteroids). They also clarified away the Kylo Ren/Darth Vader crew combo (Kylo Ren's ability specifies "during an attack", Vader takes effect after one.) Subsequent errata also limited Attanni Mindlink (the single most commonly seen Elite upgrade in Scum lists) to two copies per list and seriously limited Biggs Darklighter's fire-drawing action for power level concerns, took upgrade options away from the Jumpmaster 5000, and did away with the "Genius" astromech and Advanced SLAM modification's ability to reliably deploy bombs right in front of enemy ships.

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* MightyGlacier: The ARC-1300, Decimator, YT-1300, Lambda shuttle, TIE Bomber, Y-Wing, M12-L Kimogila and B-Wing all have fairly poor movement without upgrades, but a lot of HP and/or shields. For example, both Y-Wings and B-Wings have a total of 8 hull and shield points, but very few green manoeuvres (making it hard to recover stress) and lots of red ones (making it easy to gain it), while the Kimogila has no forward move faster than speed 3, but can reload its ordnance and has that bullseye arc to be dealing with.
* {{Nerf}}: Fantasy Flight is not shy about releasing The entire purpose of 2.0's implementation was to allow FFG (and now AMG) to do this more effectively. In 1.0 errata could be released to weaken overpowered builds. The March 2017 errata, for example, depowered Palpatine (you now declare you're using him ''before'' rolling, meaning you can't rely on him for a success just when you need it), Manaroo (her ability nerf effects, but this was difficult to give free stuff effectively police outside of a tournament setting. With 2.0's switch to allies now has a harsh range limitation, preventing her from churning out buffs from the other side of the board), the Zuckuss crew card (he now can't be used if you're already stressed, meaning you can't use him on every attack), and the x7 title (it's now an ''action'', not a free token, which means you need to keep an eye on stress and can't pull it when going through asteroids). They also clarified away the Kylo Ren/Darth Vader crew combo (Kylo Ren's ability specifies "during an attack", Vader takes effect after one.) Subsequent errata also limited Attanni Mindlink (the single most commonly seen Elite upgrade in Scum lists) to two copies per all-digital list building, cards can be updated in costs and seriously limited Biggs Darklighter's fire-drawing action for power level concerns, took upgrade options away from the Jumpmaster 5000, and did away with the "Genius" astromech and Advanced SLAM modification's ability to reliably deploy bombs right wording in front of enemy ships.''real time'', allowing far more effective balancing.



* ObviousRulePatch: When the YT-2400 came out, it was the first Large ship with a native Barrel Roll action. Fantasy Flight Games updated the Barrel Roll rules to nerf the positioning options of Large ships.
** When the TIE Phantom proved to be too much of a GameBreaker, the decloaking mechanic was changed to happen at the beginning of the turn instead of just before the Phantom moved. This particular fix has proven to be wildly popular, in part because it actually makes the ship seem more like it's actually cloaked as opposed to its previous LastPlaceYouLook approach.
** Fantasy Flight Games prefers to update its weaker (or just overpriced for their strength) ships with more powerful options than to nerf existing gameplay options whenever possible. Examples include the Chardaan Refit upgrade for the A-Wing (which lets it ditch the missile upgrade slot to save 2 points to spend on other stuff), the Integrated Astromech modification for X-Wings (which lets them use their astromech as a bonus hull point - for free) and the [=TIE/x1=] title upgrade for the TIE Advanced, which lets it equip any systems upgrade with a discount of up to 4 points. The TIE Defender can be taken in both directions, either upgraded with the TIE/D title card (allows an extra primary weapon attack after a secondary cannon is used) or downgraded with the TIE/x7 title (loses the cannon and missile upgrade option, but saves 2 points and adds an evade token after speed 3 through 5 movements).

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* ObviousRulePatch: 2.0 is essentially this writ large. When the YT-2400 came out, it was the game first released, the list of available actions could be counted on one hand, and the variety of available ships was similarly threadbare. As time went on, PowerCreep resulted in a number of problems cropping up (Large ships got barrel roll actions, necessitating a rules change. Cloaking was broken upon implementation and needed a change. Several upgrades interacted in unexpected ways, leading to the Nym/Miranda dominance mentioned in AwesomeButImpractical above, and turrets outright broke the game's entire playstyle by ignoring arcs entirely) that 2.0 eventually implemented changes to fix. Among them:
** Medium bases were added, so that ships that were too big to be on Small Bases, but too small to be
Large ship with Based, had somewhere to fit. This acted as a native Barrel Roll action. Fantasy Flight Games updated rework, as the Barrel Roll rules larger base upped their speed by 50% but also made them 50% larger as a target to nerf the positioning options of Large ships.
get into arc.
** When the TIE Phantom proved Turrets were changed, so that an action had to be too much of a GameBreaker, spent to turn the decloaking mechanic was arc of the turret. This meant that turrets could still compensate for poor movement, but were no longer an InstantWinCondition by allowing users to outright ignore an entire game mechanic
** Tokens were
changed to happen at the beginning be stackable. This meant that new synergies for smaller ships were possible, by giving them exclusive pilots or upgrades focused on allowing them to shuffle and trade around tokens. It also meant pilots could inflict new punishments on opponents by stacking stress and other negative tokens on enemies to limit their abilities to behave over time
** Ship frames were given individual abilities, on top
of the turn instead of just abilities afforded by pilots. This allowed ships to not have to use title slots, or otherwise receive buffs that had been implemented retroactively in 1.0
** Force powers were added, to allow pilots new options and abilities to represent how they should have been flying the whole time
** points costs and upgrade slots were removed from cards and placed online. This allowed ships to be updated in real time, avoiding the issues that had plagued 1.0 all the way back to the original nerfs to Deadeye on the Jumpmaster
** Ion abilities were changed completely, usually receiving far more dice, but now Ion had to deal at least one damage
before it could start giving out ion tokens, and the Phantom moved. This particular fix has proven to be wildly popular, in part because it actually makes the larger a ship seem was, the more like it's actually cloaked as opposed tokens were necessary to fully ionize it.
** Every ship now had every arc (including bullseyes and centerlines) added
to its base so that any relevant abilities that referened such markers later could use them
** Barrel Rolling was ''again'' updated, to force it to conform to a specific written behavior of 1 input and 3 outputs, rather than the
previous LastPlaceYouLook approach.
theoretically infinite variation in where a ship could end up
** Fantasy Flight Games prefers Secondary weapons were reballanced to update its allow some of the weaker (or just overpriced ones to benefit from range bonuses and penalties at close and long range specifically, encouraging using them up close for their strength) ships with more powerful maximum effect
** Most ace pilots were given "linked actions", adding extra
options than to nerf existing gameplay options whenever possible. Examples include the Chardaan Refit upgrade for the A-Wing (which lets it ditch the missile upgrade slot to save 2 points to spend on other stuff), the Integrated Astromech modification for X-Wings (which lets them use actions onto their astromech action bar and allowing them theoretically more actions in a single turn compared to generics and low skill pilots.
** "Discard" was universally replaced with "charges". This acted
as a bonus hull point - for free) nerf to some abilities that could trigger an indefinite amount of times, and a buff to others that triggered only once as they now had charges that were spent every time they were used. It also meant the [=TIE/x1=] title upgrade for the TIE Advanced, which lets it equip any systems upgrade with a discount reload action was easier to keep track of up since you didn't need to 4 points. The TIE Defender can be taken in both directions, either upgraded with the TIE/D title card (allows an extra primary weapon attack after a secondary cannon is used) or downgraded with the TIE/x7 title (loses the cannon and missile upgrade option, but saves 2 points and adds an evade token after speed 3 go sifting through 5 movements).discarded cards



* PowerCreep: The designers attempt to avert this; if an older ship falls behind in the metagame, FFG will most likely release new upgrades and pilots for that ship to make it relevant again.
** The extent to which newer ships are cheaper and more effective can be most easily seen with the original (T-65) X-Wing. Originally a competitive ship in itself, it now has access to a zero-point upgrade that gives it an extra hit before dying, a one-point astromech that lets it boost or barrel roll without an action, a zero-point modification that gives it access to boost and green moves, or barrel roll and T-roll turns, and most egregiously an upgrade that gives up a torpedo slot in exchange for reducing the cost by two or three points and gives a second modification slot.

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* PowerCreep: The designers attempt to avert this; if Eventually became an older ship falls behind in the metagame, FFG will most likely release new upgrades and pilots insurmountable obstacle for that ship to make it relevant again.
** The extent to which newer ships are cheaper and more effective can be most easily seen with the original (T-65) X-Wing. Originally a competitive ship in itself, it now has access to a zero-point
1.0, as there just weren't enough upgrade options that gives it an extra hit before dying, could be released to bring old ships in line with new ships in a one-point astromech way that lets it boost or barrel roll without an action, a zero-point modification that gives it access couldn't be used to boost and green moves, or barrel roll and T-roll turns, and most egregiously an upgrade that gives up a torpedo slot in exchange for reducing the cost by two or three points and gives a second modification slot.buff new ships as well.



** In standard tournament rules, players are given 100 points to spend to build their squad. They may spend those on cheap, disposable ships, beefy large ships with lots of upgrades, or a mixture of the two.
** The game's second edition adjusts this dynamic. The point limit has been increased to 200, and ships are broadly less expensive than before. To compensate, upgrades have increased in cost, often quite significantly. The end result is that the difference between quantity and quality lists have become far more pronounced.

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** In standard tournament rules, players are given 100 200 points to spend to build their squad. They may spend those on cheap, disposable ships, beefy large ships squad, with lots of upgrades, or a mixture of the two.
** The game's second edition adjusts this dynamic. The point limit has been increased to 200, and ships are broadly less expensive
pilots generally being cheaper than before. To compensate, they used to, but upgrades have increased in cost, often quite significantly. The end result is now having proportional costs to the skill of the pilot, making Quantity squads conspicuously different from Quality squads.
** 2.5 has largely reversed this, putting a hard upper limit on the number of ships
that can be fielded at 8 (compared to the difference between quantity 11 it was under 2.0 or the 9 under 1.0 through points limitations) and quality lists have become far more pronounced.recosting generics so that they are objectively nonviable compared to named "quality" pilots.



* SpamAttack: Ships with the Gunner crew member or Luke Skywalker on board can make a second attack if the first attack misses. Double-Edge and IG-88B can also perform similar attacks with secondary weapons, and IG-88B [[PowerCopying can even share that ability with every other version of him in your squad]]. And the TIE/D title allows a TIE Defender to shoot twice (with both its cannon upgrade and its regular attack) every turn, limited only by being restricted 3 point or less cannons so the most devastating ones aren't available.
** Twin Laser Turrets always make two accurate but weak attacks, and the upgrade is typically run on several ships at once.
** The TIE/SF pilot "Quickdraw" is able to get off a potential ''four'' 2-die shots a turn in exactly the right circumstances: if she's got front and rear line of fire, she gets one shot in each direction from the Special Forces Title upgrade, then gets another one when she loses a point of shields (or just flies through an asteroid or exploits some equipment combo to ensure losing a point of shields). If she has Snap Shot as her pilot talent, she can even make a fifth if someone moves to range 1 of her. Of course, she can only do this a maximum of three times, but it's still a staggering number of shots for someone who costs less than a baseline TIE Defender.
** The Ruthlessness pilot talent allows the ship with it to deal ping damage to a ship near the enemy they hit.

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* SpamAttack: Ships with the Gunner crew member Any card or Luke Skywalker on board can make a second attack if the first attack misses. Double-Edge and IG-88B can also perform similar attacks with secondary weapons, and IG-88B [[PowerCopying can even share that ability with every other version of him in your squad]]. And the TIE/D title that allows a TIE Defender to shoot twice (with both its cannon upgrade and its regular attack) every turn, limited only by being restricted 3 point or less cannons so the most devastating ones aren't available.
** Twin Laser Turrets always make two accurate but weak attacks, and the upgrade is typically run on several ships at once.
** The TIE/SF pilot "Quickdraw" is able to get off a potential ''four'' 2-die shots a turn in exactly the right circumstances: if she's got front and rear line of fire, she gets one shot in each direction from the Special Forces Title upgrade, then gets another one when she loses a point of shields (or just flies through an asteroid or exploits some equipment combo to ensure losing a point of shields). If she has
for "bonus attacks", such as Veteran Tail Gunner, Snap Shot as her pilot talent, she can even make a fifth if someone moves to range 1 of her. Of course, she can only do this a maximum of three times, but it's still a staggering number of shots Shot, Foresight for someone who costs less than a baseline TIE Defender.
** The Ruthlessness pilot talent allows the ship with it to deal ping damage to a ship near the enemy they hit.
Force Users, or Stabalized S-foils.



* TacticalRockPaperScissors: ''Generally'', you get three kinds of strategy that work this way. Jousters rely on flying into the enemy and shooting the crap out of them. Jousting is countered by arc-dodging, which relies upon small numbers of highly elite, mobile ships that swerve past enemy fire arcs and pick on them from unexpected angles; jousters lack the mobility to fight them effectively. Arc-dodgers are countered by turret builds, which rely on big, chunky, durable ships that don't ''care'' about fire arcs and can shoot you from any angle with a turret. Turrets, however, are countered by jousters, which can soak up the relatively low number of shots most turrets fire and simply beat them into submission. The various upgrades do shift what's available, though.
** This got amended somewhat in 2E. While turrets still counter arc-dodger to a certain degree, most turrets have to point into one of four directions now[[note]]the rest points towards two opposing directions simultaneously[[/note]], making arc-dodging difficult (because turrets can be rotated to a new direction), but at least possible .
* TakingYouWithMe: The Deadman's Switch upgrade allows Scum players to rig, for example, a Z-95 Headhunter to explode when someone kills them.

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* TacticalRockPaperScissors: ''Generally'', you get The three kinds primary flavors of strategy that work this way. Jousters rely on flying into Arc dodging allow for this. Turrets can rotate to account for people trying to dodge, but often have to sacrifice the enemy and shooting the crap out tokens they'd use to buff their attacks to do so. Bowties can punish those who try to get behind them while still dealing damage to those in front of them. Jousting is countered by arc-dodging, which relies upon small numbers of highly elite, mobile ships that swerve past enemy fire Flankers try and use their fixed firing arcs and pick on them from unexpected angles; jousters lack the mobility to fight them effectively. Arc-dodgers are countered by turret builds, which rely on big, chunky, durable ships that don't ''care'' about fire arcs and can shoot you from any angle (often with a turret. Turrets, however, are countered the bonuses afforded by jousters, which abilities or cards tied to their bowtie arc) to engage enemies outside where they can soak up the relatively low number of shots most do damage. Bowties punish turrets, flankers punish bowties, turrets fire and simply beat them into submission. The various upgrades do shift what's available, though.
** This got amended somewhat in 2E. While turrets
punish flankers. Because of the changes to the game as well, all three can still counter arc-dodger to their "weaknesses" in the right contexts as well, creating a certain degree, most turrets have to point into one fluid game of four directions now[[note]]the rest points towards two opposing directions simultaneously[[/note]], making arc-dodging difficult (because turrets can be rotated to a new direction), but at least possible .
rock paper scissors.
* TakingYouWithMe: The Deadman's Switch upgrade allows Scum players to rig, for example, a Z-95 Headhunter to explode when someone kills them. Several pilots also have abilities which let them finish their turn to make an attack even if they've been destroyed in a previous engagement.
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* CanonForeigner: The Imperial Raider was designed in collaboration between Lucasfilm and Fantasy Flight Games as an original ship for this game to give the Empire a Huge ship that could compete in the game on the scale of the other ships (that is, a ship that was big, but not as [[MileLongShip ridiculously big as a Star Destroyer]]). They originally considered the ''Lancer''-class frigate, but decided that at 2/3 longer than the ''Tantive IV'' it was still way too big. The fact that the Raider was designed [[TwoDSpace for a tabletop game instead of real space combat]] is somewhat obvious, on account of it having six turrets ''that are all dorsal''. It would be helpless against anything that goes underneath it.

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* CanonForeigner: CanonImmigrant: The Imperial Raider was designed in collaboration between Lucasfilm and Fantasy Flight Games as an original ship for this game to give the Empire a Huge ship that could compete in the game on the scale of the other ships (that is, a ship that was big, but not as [[MileLongShip ridiculously big as a Star Destroyer]]). They originally considered the ''Lancer''-class frigate, but decided that at 2/3 longer than the ''Tantive IV'' it was still way too big. The fact that the Raider was designed [[TwoDSpace for a tabletop game instead of real space combat]] is somewhat obvious, on account of it having six turrets ''that are all dorsal''. It would be helpless against anything that goes underneath it. The ship has since appeared in later works in Canon, such as ''VideoGame/StarWarsBattlefrontII2017'' and the newer ''Thrawn'' novels.
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* AcePilot: Numerous. Every ship has at least two named pilots, each boasting a [[ActionInitiative higher Pilot Skill value]] than the generics and a unique pilot ability. The highest base Pilot Skill value is 9, which is held by ten pilots: Darth Vader (TIE Advanced x1) and [[ComicBook/XWingSeries Soontir Fel (TIE Interceptor)]] for the Empire, Han Solo (YT-1300) and Wedge Antilles (X-wing) for the Rebellion, Dengar ([=JumpMaster=] 5000) and [[VideoGame/StarWarsGalaxies Talonbane Cobra (Kihraxz Fighter)]] for Scum and Villainy, the "Heroes of the Resistance" version of Poe Dameron (T-70 X-wing) for the Resistance, Kylo Ren (TIE Silencer) and "Quickdraw" ([=TIE/sf=]) for the First Order, plus [[WesternAnimation/StarWarsRebels Fenn Rau]] who's available for Scum (Concord Dawn Protectorate Starfighter) or Rebellion (Phantom II) . Thus, every faction has three or four options for Pilot Skill 9 - although with Heroes of the Resistance, the Rebels get two different abilities for Han.

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* AcePilot: Numerous. Every ship has at least two named pilots, each boasting a [[ActionInitiative higher Pilot Skill value]] than the generics and a unique pilot ability. The highest base Pilot Skill value is 9, which is held by ten pilots: Darth Vader (TIE Advanced x1) and [[ComicBook/XWingSeries [[ComicBook/XWingRogueSquadron Soontir Fel (TIE Interceptor)]] for the Empire, Han Solo (YT-1300) and Wedge Antilles (X-wing) for the Rebellion, Dengar ([=JumpMaster=] 5000) and [[VideoGame/StarWarsGalaxies Talonbane Cobra (Kihraxz Fighter)]] for Scum and Villainy, the "Heroes of the Resistance" version of Poe Dameron (T-70 X-wing) for the Resistance, Kylo Ren (TIE Silencer) and "Quickdraw" ([=TIE/sf=]) for the First Order, plus [[WesternAnimation/StarWarsRebels Fenn Rau]] who's available for Scum (Concord Dawn Protectorate Starfighter) or Rebellion (Phantom II) . Thus, every faction has three or four options for Pilot Skill 9 - although with Heroes of the Resistance, the Rebels get two different abilities for Han.



* ActionGirl: Quite a few. Rebels have [[WesternAnimation/StarWarsRebels Hera Syndulla (the 'Ghost'' and ''Phantom'') & Sabine Wren]] (the ''Phantom'' and TIE Fighter), [[Film/TheForceAwakens Rey (YT-1300), Jessika Pava (T-70 X-Wing)]], [[ComicBook/XWingSeries Ibtisam]] and Nera Dantels (B-Wing), [[VideoGame/DarkForcesSaga Jan Ors (HWK-290)]], [[Literature/BlackFleetCrisis Miranda Doni (K-Wing)]], [[Literature/StarWarsAftermath Norra Wexley]] and [[ComicBook/StarWarsShatteredEmpire Shara Bey]] (ARC-170), and [[WesternAnimation/StarWarsTheCloneWars Ahsoka Tano]] and Sabine Wren again (Sabine's TIE Fighter). The Empire has [[VideoGame/StarWarsGalaxies Kath Scarlett (Firespray-31)]], [[VideoGame/StarWarsGalaxies "Howlrunner" (TIE Fighter)]], "Echo" (TIE Phantom), [[VideoGame/TheForceUnleashed Juno Eclipse (TIE Advanced)]], [[VideoGame/StarWarsGalaxies Countess Ryad (TIE Defender)]], Major Vynder (''Alpha''-class Star Wing), and "Quickdraw" ([[Film/TheForceAwakens TIE/SF]]). And the Scum have Serissu ([=M3-A=] Interceptor), [[Literature/DarkDisciple Latts Razzi (YV-666)]], Kath Scarlett again, [[Literature/ShadowsOfTheEmpire Guri (StarViper)]], [[WesternAnimation/StarWarsRebels Ketsu Onyo, Sabine Wren again]] and [[WesternAnimation/StarWarsTheCloneWars Asajj Ventress]] (all on the ''Shadow Caster'') and [[Literature/TalesOfTheBountyHunters Manaroo (Punishing One)]]. Not always obvious due to the 'pilot cards' showing only the ship, but can be seen on the 'crew' cards and Armada cards. A number of the crew cards also count, including Leia herself and Mara Jade.

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* ActionGirl: Quite a few. Rebels have [[WesternAnimation/StarWarsRebels Hera Syndulla (the 'Ghost'' and ''Phantom'') & Sabine Wren]] (the ''Phantom'' and TIE Fighter), [[Film/TheForceAwakens Rey (YT-1300), Jessika Pava (T-70 X-Wing)]], [[ComicBook/XWingSeries [[ComicBook/XWingRogueSquadron Ibtisam]] and Nera Dantels (B-Wing), [[VideoGame/DarkForcesSaga Jan Ors (HWK-290)]], [[Literature/BlackFleetCrisis Miranda Doni (K-Wing)]], [[Literature/StarWarsAftermath Norra Wexley]] and [[ComicBook/StarWarsShatteredEmpire Shara Bey]] (ARC-170), and [[WesternAnimation/StarWarsTheCloneWars Ahsoka Tano]] and Sabine Wren again (Sabine's TIE Fighter). The Empire has [[VideoGame/StarWarsGalaxies Kath Scarlett (Firespray-31)]], [[VideoGame/StarWarsGalaxies "Howlrunner" (TIE Fighter)]], "Echo" (TIE Phantom), [[VideoGame/TheForceUnleashed Juno Eclipse (TIE Advanced)]], [[VideoGame/StarWarsGalaxies Countess Ryad (TIE Defender)]], Major Vynder (''Alpha''-class Star Wing), and "Quickdraw" ([[Film/TheForceAwakens TIE/SF]]). And the Scum have Serissu ([=M3-A=] Interceptor), [[Literature/DarkDisciple Latts Razzi (YV-666)]], Kath Scarlett again, [[Literature/ShadowsOfTheEmpire Guri (StarViper)]], [[WesternAnimation/StarWarsRebels Ketsu Onyo, Sabine Wren again]] and [[WesternAnimation/StarWarsTheCloneWars Asajj Ventress]] (all on the ''Shadow Caster'') and [[Literature/TalesOfTheBountyHunters Manaroo (Punishing One)]]. Not always obvious due to the 'pilot cards' showing only the ship, but can be seen on the 'crew' cards and Armada cards. A number of the crew cards also count, including Leia herself and Mara Jade.

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Changed: 204

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* QuantityVsQuality: In standard tournament rules, players are given 100 points to spend to build their squad. They may spend those on cheap, disposable ships, beefy large ships with lots of upgrades, or a mixture of the two.

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* QuantityVsQuality: QuantityVsQuality:
**
In standard tournament rules, players are given 100 points to spend to build their squad. They may spend those on cheap, disposable ships, beefy large ships with lots of upgrades, or a mixture of the two.two.
** The game's second edition adjusts this dynamic. The point limit has been increased to 200, and ships are broadly less expensive than before. To compensate, upgrades have increased in cost, often quite significantly. The end result is that the difference between quantity and quality lists have become far more pronounced.
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This reference was confirmed to be intentional in a dev diary

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* AscendedMeme: The Anakin Skywalker pilot for the Naboo N-1 Starfighter allows him to spend a Force token to perform a free barrel roll before revealing the maneuver dial. In other words, [[Memes/ThePhantomMenace spinning really is a good trick]]!
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Added info about turrets in 2E

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** This got amended somewhat in 2E. While turrets still counter arc-dodger to a certain degree, most turrets have to point into one of four directions now[[note]]the rest points towards two opposing directions simultaneously[[/note]], making arc-dodging difficult (because turrets can be rotated to a new direction), but at least possible .
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Examples on this page might only apply to one of the two editions.
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Added info about 2E


A second edition was announced in May of 2018, and was released in mid-September of that year.

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A second edition was announced in May of 2018, and was released in mid-September of that year. It revamped the rules and increased the number of factions to five (separating First Order and the Resistance from their original trilogy counterparts) and later to seven (introducing the Clone Wars era factions, Separatists and the Republic).
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* CrackIsCheaper: Surprisingly {{Averted}}, {{Invoked}}, and {{Subverted}} all simultaneously, depending on how you look at it.
** '''Averted''': If you dedicate your purchases entirely to building only ONE Squad, especially using ebay to buy only **exactly** what you need, you can build a tournament-quality squad for around $100.
*** Compare this to other miniatures games, like TabletopGame/Warhammer40000, where $100 will get you only ''part'' of a ''SMALL'' army.
** '''Invoked''': However, if you don't use ebay, you'll end up buying whole expansions ($15+ when not on sale) just to get the necessary pilots, minis, and upgrades you need for your preferred squad. Spending $300+ this way is not hard at all.
*** Of course, FFG purposefully designs expansions this way: each ship only comes with about 2/3 to 3/4 of the upgrades needed to perfect it, with the last necessary upgrade(s) packaged with at least 1 other ship, so you'll end up buying tons of extra ships. If you want to kit out a squad of T-65 X-Wings with all their preferred upgrades, those humble $15 ships can end up costing in excess of $50 each.
** '''Subverted''': ''HOWEVER'', spending all that will probably get you 1 copy of most, if not all, ships in a single faction, if not most ships in the game, period. This means you'll quickly be able to build ''multiple'' squads for each faction as a result.
*** It's actually not uncommon for only 1 person in a group of friends to own X-Wing, yet have enough minis for the entire group to play different squads. And since this these are [[CoolStarship fighters]] from ''Star Wars'', [[RuleOfCool and all...]]
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** Second Edition can be called this compared to First Edition in regards to certain abilities. Several popular upgrade cards from 1E are now applied automatically. TIE Interceptors instantly get two Modification slots, something they would have previously needed to take the Royal Guard TIE title to get, all torpedoes, rockets, and bombs act as if they have Extra Munitions with the Charges rule, etc.

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