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A second edition was announced in May of 2018, to be released around GenCon that year.

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


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** Second Edition brought the bullseye arc to all ships, with upgrade cards allowing their general use.
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* SuspiciouslySimilarSubstitute: B-wing pilot Keyan Farlander did not make it to 2nd Edition upon the initial release. [[Literature/StarWarsBladeSquadron Braylen Stramm]] did. They're both high initiative for the craft, have an ability involving attacking while Stressed, and are represented by the same picture.

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** Second Edition adds [[VideoGame/StarWarsBattlefrontII2017 Iden Versio]], [[ComicBook/PrincessLeia Evaan Verlaine]], and others.



** 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.

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** 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.
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A second edition was announced in May of 2018, to be released around GenCon that year.

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*** 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.

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*** 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.



* PowerCreep: Averted - Wave 1 ships and upgrades are just as relevant to the game as Wave 6 ships and upgrades, and if an older ship falls behind in the metagame, Fantasy Flight Games will most likely release new upgrades and pilots for that ship to make it relevant again.

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* PowerCreep: Averted - Wave 1 ships and upgrades are just as relevant The designers attempt to the game as Wave 6 ships and upgrades, and avert this; if an older ship falls behind in the metagame, Fantasy Flight Games FFG will most likely release new upgrades and pilots for that ship to make it relevant again.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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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 [[StarWarsExpandedUniverse various other sources]], including comics and video games. It is the sister game to ''TabletopGame/StarWarsArmada''.

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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 [[StarWarsExpandedUniverse [[Franchise/StarWarsLegends various other sources]], including comics and video games. It is the sister game to ''TabletopGame/StarWarsArmada''.
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** Arc dodging requires you to be good at

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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.

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** Tel Trevura, when "destroyed" for the first time, discards all damage in favour of four face-down damage cards.



* MightyGlacier: The ARC-1300, YT-1300, Lambda shuttle, [=TIE=] Bomber, Y-Wing 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).

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* MightyGlacier: The ARC-1300, YT-1300, Lambda shuttle, [=TIE=] TIE Bomber, Y-Wing 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).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.

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



** Taken even further with the TIE/fo, TIE/sf, Upsilon Shuttle, Quadjumper, and T-70 X-Wing. [[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).

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** Taken even further with the TIE/fo, TIE/sf, Upsilon Shuttle, Quadjumper, and T-70 X-Wing.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).



** The TIE Striker pilot "Duchess", unlike every other TIE Striker with Adaptive Ailerons, gets to choose whether or not to apply their free range 1 straight or bank move, meaning that if she's not stressed she can be in four different positions before she even starts properly moving.

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** The TIE Striker pilot "Duchess", unlike every other TIE Striker with Adaptive Ailerons, gets to choose whether or not to apply their free range 1 straight or bank move, meaning that if she's not stressed she can be in four different positions before she even starts properly moving. The Striker was already hard to pin down with the Ailerons (giving it three different starting positions), Duchess just makes it weirder.



*** ''Scum'': Strange effects and Illicit upgrade slots (that give them access to other factions' unique tools like SLAM or Cloaking).
* 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 (depending on the pilot's abilities) if it lines up perfect shots.

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*** ''Scum'': Strange effects and Illicit upgrade slots (that give them access slots, with a willingness to other factions' unique tools like SLAM sacrifice HP and even ships for some tactical advantage (such as protecting a tougher ship, or Cloaking).
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 (depending on the pilot's abilities) if it lines up perfect shots.shots - starting with denying them the option to spend tokens defensively and moving up to the effects of the unique named pilots.



* GameplayAndStoryIntegration: The Rebellion only has a handful of retrofitted ARC-170 fighters. How does Fantasy Flight represent this? By not including any generic pilots, meaning that even an entirely ARC fleet can't contain more than four of them.

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* GameplayAndStoryIntegration: The Rebellion only has a handful of retrofitted ARC-170 fighters. How does Fantasy Flight represent this? By not including any generic pilots, meaning that even an entirely ARC fleet can't contain more than four of them. Similarly, the Rebel TIE Fighter represents a stolen ship, which they don't use often and even then only for specific situations, so there are also four named pilots and no generics (which also means that Rebels can't create their own TIE swarm).



** The TIE Interceptor has three attack dice and three evade dice, but only three hull and '' zero'' shields, making it as fragile as a bog-standard TIE. Interceptor builds focus on staying out of enemy firing arcs completely, because a single attack can easily cripple or destroy the ship.

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** The TIE Interceptor has three attack dice and three evade dice, but only three hull and '' zero'' shields, making it as fragile as a bog-standard TIE. Interceptor builds focus on staying out of enemy firing arcs completely, because a single attack can easily cripple or destroy the ship. Subverted with the TIE Silencer, which is as durable as a TIE Defender.



** TIE Strikers have three red dice, but only four hull and two green dice, three against an attack rolling three or more red dice. This is particularly the case for "Pure Sabacc", who gets bonus red dice until he takes damage.



* {{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.)

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* {{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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** 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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* 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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A miniatures game by 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 [[StarWarsExpandedUniverse various other sources]], including comics and video games. It is the sister game to ''TabletopGame/StarWarsArmada''.

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A miniatures game by FantasyFlightGames 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 [[StarWarsExpandedUniverse various other sources]], including comics and video games. It is the sister game to ''TabletopGame/StarWarsArmada''.
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Added info about Thweek to Power Copying

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** ''Guns for Hire'' adds Thweek, a Starviper Pilot who can assign either the "Shadowed" or "Mimicked" condition cards. These respectively match the pilot skill and copy the pilot ability of an opponent's pilot.
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** Miranda Doni may remove a shield token in order to roll an additional die on her attacks. She may also remove a die from an attack to regenerate a shield.
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** Surprisingly to some, the Phantom II expansion did not come with a Sabine pilot card.
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* 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).

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* 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 (depending on the pilot's abilities) if it lines up perfect shots.

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** The Concord Dawn Protectorate Starfighter has primary weapon 3, agility 3, but no shields, 4 hull, and according to Fantasy Flight, about half of its possible upgrades focus on being nose-to-nose with the enemy.


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** The Concord Dawn Protectorate Starfighter has very similar stats as the Interceptor, except for one more hull. And this is a ship designed to go nose-to-nose with the enemy.
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* 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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* SpamAttack: Ships with the Gunner crew member or Luke Skywalker on board can make a second attack if the first attack misses. IG-88B can also perform a similar attack with an equipped cannon weapon, and [[PowerCopying can 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.

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* 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 a similar attack attacks with an equipped cannon weapon, 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.
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** 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 TIE Silencer, an Interceptor-like ship which comes with two copies of Autothrusters.

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** 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 two copies Autothrusters, although Rebel players are still out of Autothrusters.luck.
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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), [[WesternAnimation/StarWarsRebels Fenn Rau (Concord Dawn Protectorate Starfighter)]] 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 Renault (TIE Silencer) and "Quickdraw" ([=TIE/sf=]) for the First Order. 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 Soontir Fel (TIE Interceptor)]] for the Empire, Han Solo (YT-1300) and Wedge Antilles (X-wing) for the Rebellion, Dengar ([=JumpMaster=] 5000), [[WesternAnimation/StarWarsRebels Fenn Rau (Concord Dawn Protectorate Starfighter)]] 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 Renault Ren (TIE Silencer) and "Quickdraw" ([=TIE/sf=]) for the First Order.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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** 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.

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** 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 TIE Silencer, an Interceptor-like ship which comes with two copies of Autothrusters.
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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 nine 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), [[WesternAnimation/StarWarsRebels Fenn Rau (Concord Dawn Protectorate Starfighter)]] 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, and "Quickdraw" ([=TIE/sf=]) for the First Order. Thus, every faction has three 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 nine 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), [[WesternAnimation/StarWarsRebels Fenn Rau (Concord Dawn Protectorate Starfighter)]] 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 Renault (TIE Silencer) and "Quickdraw" ([=TIE/sf=]) for the First Order. 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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*** 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]].

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*** Corran Horn had a 50/50 chance of flying an E-Wing in the ComicBook:CrimsonEmpire ''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 ''[[Literature/JediAcademyTrilogy I, Jedi]].Jedi]]''.
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* CloseRangeCombatant: Anyone at range 1 gets attack bonuses, but there are pilots and upgrades that encourage closing beyond this, whether it's bonuses (Mauler Mithel, for example, or virtually anyone in a Protectorate Starfighter), obnoxious penalties for the other side (Carnor Jax, Mara Jade), or just a plain short-ranged, high-damage secondary weapon (Proton Rockets, which get up to ''five dice'' when mounted on a sufficiently agile ship).

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* CloseRangeCombatant: Anyone at range 1 gets attack bonuses, but there are pilots and upgrades that encourage closing beyond this, whether it's it is bonuses (Mauler Mithel, for example, or virtually anyone in a Protectorate Starfighter), obnoxious penalties for the other side (Carnor Jax, Mara Jade), or just a plain short-ranged, high-damage secondary weapon (Proton Rockets, which get up to ''five dice'' when mounted on a sufficiently agile ship).



* 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.]]

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* JackOfAllStats: The[=TIE=] 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.]]



** Because a ships base is part of it's movement, all large ships become Lightning Bruisers with the engine upgrade. This is particularly important for the Lambda shuttle, as otherwise the ship boasts a very poor turning ability.

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** Because a ships ship's base is part of it's its movement, all large ships become Lightning Bruisers with the engine upgrade. This is particularly important for the Lambda shuttle, as otherwise the ship boasts a very poor turning ability.



** 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 it's previous LastPlaceYouLook approach.

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** 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 it's its previous LastPlaceYouLook approach.



** Most ships can equip a Stealth Device that doesn't grant full cloak but does temporarily enhance agility...until they're hit. It's particularly popular on TIE Interceptors.

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** Most ships can equip a Stealth Device that doesn't grant full cloak but does temporarily enhance agility... until they're hit. It's particularly popular on TIE Interceptors.
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*** Compare this to other miniatures games, like Warhammer40K, where $100 will get you only ''part'' of a ''SMALL'' army.

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*** Compare this to other miniatures games, like Warhammer40K, TabletopGame/Warhammer40000, where $100 will get you only ''part'' of a ''SMALL'' army.

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* NoSell: The Determination elite talent discards any critical damage with the Pilot trait that affects the ship, while Chewbacca's first pilot ability basically means all critical damage is downgraded to regular.



** 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) 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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** 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) 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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** The Scum crew Azmorigan and Cikatro Vizago allow ships to trade out equipment mid-game.
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* {{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 to defend against every roll), 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.)

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* {{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 to defend against on every roll), 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.)

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* BalanceBuff: While nerfing errata is more common, they do this occasionally - while they prefer to release specialist kit to improve a weakened ship (new Title upgrades or modifications, mainly), they changed the "Heavy Scyk" Title to grant a bonus point of hull when it became clear that the Scyk was badly underpowered.



** Darth Vader's crew version can CastFromHitPoints to inflict critical damage on the target, even if the shot misses by miles.
** A number of pilot talents, crew members, and equipment upgrades improve your critical hit rates, such as Marksmanship, Calculation, Mercenary Copilot, and Guidance Chips.



** 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..

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** 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..damage.



* TheEngineer: Several droids (and most notably, R2-D2) have the ability to repair damage or restore shields to their ships in the middle of combat.

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** Arc dodging requires you to be good at
* TheEngineer: Several droids (and most notably, R2-D2) have the ability to repair damage or restore shields to their ships in the middle of combat. Chewbacca's first pilot version is immune to critical damage because of this, while his crew card lets you discard a damage card and restore 1 shield.



** 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.



* {{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 to defend against every roll), 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.)



* SupportPartyMember: the Lambda-class Shuttle, U-Wing, Upsilon Shuttle, and HWK-290. The Quadjumper can also do this for the Scum, although in their case it's more of a debuffer for teh enemy that tractor beams the living hell out of anything that comes near it.

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* SupportPartyMember: the Lambda-class Shuttle, U-Wing, Upsilon Shuttle, and HWK-290. The Quadjumper can also do this for the Scum, although in their case it's more of a debuffer for teh the enemy that tractor beams the living hell out of anything that comes near it.

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** The TIE Striker pilot "Duchess", unlike every other TIE Striker with Adaptive Ailerons, gets to choose whether or not to apply their free range 1 straight or bank move, meaning that if she's not stressed she can be in four different positions before she even starts properly moving.



* 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.

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* 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).



** While the VCX-100 brings a lot of hull and shield along with its four-die attack and usually wouldn't qualify, its agility score of ''zero'' means that it tends to fake its way into this trope by taking damage very quickly.



* MightyGlacier: The YT-1300, the Lambda shuttle, the [=TIE=] Bomber, the Y-Wing and the 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).

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* MightyGlacier: The ARC-1300, YT-1300, the Lambda shuttle, the [=TIE=] Bomber, the Y-Wing and the 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).



* OldSchoolDogfighting: Every ship (except the Lambda-class Shuttle and Scum ships with Inertial Dampeners) must move forward during each turn, creating a SpaceIsAir simulation - just like in the movies!
* OnlyKnownByTheirNickname: Quite a few of the unique TIE pilots are only given nicknames (indicated by their "name" being in quotation marks). While some never had their real names identified anywhere in canon ''or'' Legends (the only other "name" being an operating number like DS-61-3 or OS-72-7[[note]]"Backstabber" and "Winged Gundark", respectively.[[/note]]), some such as Civé Rashon ("Howlrunner") and Dodson Makraven ("Night Beast")[[note]]Incidentally, Rashon/Howlrunner's wingman in Legends.[[/note]] simply never have their real names mentioned in the game.

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* OldSchoolDogfighting: Every ship (except the Lambda-class Shuttle tiny handful of ships with a 0 move, and Scum ships with Inertial Dampeners) must move forward during each turn, creating a SpaceIsAir simulation - just like in the movies!
* OnlyKnownByTheirNickname: Quite a few of the unique TIE pilots are only given nicknames (indicated by their "name" being in quotation marks). While some never had their real names identified anywhere in canon ''or'' Legends (the only other "name" being an operating number like DS-61-3 or OS-72-7[[note]]"Backstabber" and "Winged Gundark", respectively.[[/note]]), some such as Civé Rashon ("Howlrunner") and Dodson Makraven ("Night Beast")[[note]]Incidentally, Rashon/Howlrunner's wingman in Legends.[[/note]] simply never have their real names mentioned in the game. This continues with other TIE designs, especially newer ones that haven't had time to build up equity in the Disney expanded universe continuity - TIE/fo ace pilots are generally known as "[Squadron] [role]" (e.g. Omega Ace, Epsilon Leader), while the TIE/sf and TIE Striker have nicknames ("Backdraft" and "Quickdraw" for the /sf, "Duchess", "Countdown" and "Pure Sabacc" for the Striker).



** Chopper as a pilot of the Ghost gets to dispense stress tokens to any ships that he's touching.
** Inverted when your large ship has Anti-Pursuit Lasers, meaning your strategy is based around encouraging others to crash into you.

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** Chopper as a pilot of the Ghost gets to dispense stress tokens to any ships that he's touching.
touching, and Zeb as a crew card will let you shoot at them (although they do get to shoot back).
** Inverted when your large ship has Anti-Pursuit Lasers, Lasers or Ion Projectors, meaning your strategy is based around encouraging others to crash into you.



** 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). 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.

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** 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.



* SupportPartyMember: the Lambda-class Shuttle and the HWK-290.

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** Most ships can equip a Stealth Device that doesn't grant full cloak but does temporarily enhance agility...until they're hit. It's particularly popular on TIE Interceptors.
* SupportPartyMember: the Lambda-class Shuttle Shuttle, U-Wing, Upsilon Shuttle, and HWK-290. The Quadjumper can also do this for the HWK-290.Scum, although in their case it's more of a debuffer for teh enemy that tractor beams the living hell out of anything that comes near it.



* ZergRush: The TIE Fighter and Z-95 Headhunter are cheap enough to field in swarms of 8, letting their pilots use a DeathOfAThousandCuts approach or simply spread their firing arcs in as many directions as possible.

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* ZergRush: The TIE Fighter and Z-95 Headhunter are cheap enough to field in swarms of 8, letting their pilots use a DeathOfAThousandCuts approach or simply spread their firing arcs in as many directions as possible. With the C-ROC Cruiser, the M3-A Interceptor can also be used in this: the Light Scyk title drops the cost by 2 points and increases mobility but also makes them really fragile, and the epic ship comes with six copies.

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