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Tabletop Game / X-Wing Miniatures

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A miniatures game by Fantasy Flight Games based on Star Wars 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 various other sources, including comics and video games. It is the sister game to Star Wars Armada.

There were originally two factions, the Rebel Alliance and the Galactic Empire. While all types of ships are on both sides, Rebel ships tend to be tough, but with high point costs, while Imperial ships tend to cost few point, but are expendable. Wave 6 introduces a third faction, Scum and Villainy, based on various third-party characters and factions from the Galactic Civil War era, including a few characters already in the game, including Boba Fett and Kath Scarlett, both of whom were originally added as Empire aligned pilots of the Firespray-31, as well as a few ships recycled from the Rebels, including the Y-Wing and HWK-290. Wave 8 added the Resistance and the First Order, sub-factions that for gameplay purposes are considered extensions of the Rebels and Empire respectively.


The game is very streamlined with every ship using a series of templates for movement and shooting as well as using specially designed dice for determining shooting results. This simplifies the game considerably and means that the game takes minutes to learn, but much longer to master. The core set comes with an X-Wing, two TIE Fighters and everything else needed to play a small two-player game. A second, updated core set (accounting for various additions and alterations to the game rules over the course of the first 8 waves) does the same, but instead comes with a T-70 X-wing and two TIE/fo Fighters.

WizKids licensed the X-Wing Miniatures system from Fantasy Flight to make a version of it based on Star Trek called Star Trek Attack Wing.

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).


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

This game exhibits the following tropes:

  • 2-D Space: As a tabletop game, this is to be expected. However, the flavor text describes ships that "collide" in 2-D space as dodging each other on the Z-axis, thereby avoiding any actual damage (with a few exceptions).
  • Ace Custom: 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.
    • The "Heroes of the Resistance" gives the Falcon a second title card (with the same name as the first, meaning only one "Falcon" title can be played in a given game), as well as a "Black One" title card for Poe Dameron's T-70 X-wing (and an accompanying miniature in his custom black and orange colors from The Force Awakens).
  • Ace Pilot: Numerous. Every ship has at least two named pilots, each boasting a 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 Soontir Fel (TIE Interceptor) for the Empire, Han Solo (YT-1300) and Wedge Antilles (X-wing) for the Rebellion, Dengar (JumpMaster 5000) and 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 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.
  • Action Bomb: Ships with Illicit upgrades can equip the Deadman's Switch, which means that they explode when they die.
  • Action Girl: Quite a few. Rebels have Hera Syndulla (the 'Ghost'' and ''Phantom'') & Sabine Wren (the Phantom and TIE Fighter), Rey (YT-1300), Jessika Pava (T-70 X-Wing), Ibtisam and Nera Dantels (B-Wing), Jan Ors (HWK-290), Miranda Doni (K-Wing), Norra Wexley and Shara Bey (ARC-170), and Ahsoka Tano and Sabine Wren again (Sabine's TIE Fighter). The Empire has Kath Scarlett (Firespray-31), "Howlrunner" (TIE Fighter), "Echo" (TIE Phantom), Juno Eclipse (TIE Advanced), Countess Ryad (TIE Defender), Major Vynder (Alpha-class Star Wing), and "Quickdraw" (TIE/SF). And the Scum have Serissu (M3-A Interceptor), Latts Razzi (YV-666), Kath Scarlett again, Guri (StarViper), Ketsu Onyo, Sabine Wren again and Asajj Ventress (all on the Shadow Caster) and 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.
    • Second Edition adds Iden Versio, Evaan Verlaine, and others.
    • Action Mom: Both ARC-170 pilots mentioned above are the mothers of other pilots in the game. Norra Wexley's son "Snap" Wexley and Shara Bey's son Poe Dameron pilot T-70 X-Wings.
  • Action Initiative: Pilot Skill determines which ships move first and shoot last. Ships with a lower Pilot Skill move first (much like Leeroy Jenkins), and ships with a higher Pilot Skill shoot first (and thus have the potential to destroy lower Pilot Skill ships before they get a chance to return fire). There are several cards of varying kinds that allow you to change your Pilot Skill, including one that lets you move at Pilot Skill 0 (useful for bombers that want to make sure they have a target).
  • Ascended Meme: 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, spinning really is a good trick!
  • Asteroid Thicket: The game features a set of six asteroid obstacles, each placed on the board in turns by the players. Flying into one of them during the game is ruinous.
    • Expansions later added debris fields, which are less damaging but can be more disruptive to a stressed pilot
  • Awesome, but Impractical: 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).
  • Awesomeness by Analysis: Official tournament rules prevent players from pre-measuring their maneuvers. To get great at this game, players need to learn how to judge maneuver distances at a glance.
  • Balance Buff: 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.
  • Boring, but Practical: The TIE Swarm list. The most popular variant is Howlrunner equipped with Swarm Tactics and accompanied by as many Academy Pilots as can fit under the points limit, but other variants include every named TIE (no longer possible with the Assault Carrier, because even without upgrades every named TIE now comes to considerably more than 100 points) and mixing all three types of generic TIE in varying amounts.
    • The Rebel equivalent, the BBBBZ list, doesn't even have upgrades or named pilots - it's just four Blue Squadron B-Wings and a Bandit Squadron Z-95 - but the ships together have 14 hull and 22 shield and only the Z-95 has a primary weapon rating below 3, meaning it can dish out a surprising amount of damage and soak up a ton of punishment despite bringing nothing but PS 2 generics.
    • Rebels can field a Z-95 Swarm list similar to the TIE Swarm and with the same per-ship cost: Airen Cracken with Swarm Tactics plus a bunch of Bandit Squadron Pilots. But this has never been as popular as the TIE Swarm.
  • Bribing Your Way to Victory: 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 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.
  • Broad Strokes: The game takes inspiration both from the new Disney canon as well as the old Legends continuity. So if you've ever wanted to see how Dash Rendar would fare against the Inquisitor, or pit Kir Kanos against Hera Syndulla, you can do so here.
    • Taken even further with the TIE/fo, TIE/sf, Upsilon Shuttle, Quadjumper, T-70 X-Wing, TIE Silencer and Resistance Bomber. 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 Crimson Empire 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 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.
  • Cast from Hit Points: When Darth Vader is taken as a Crew upgrade, the ship he is in can take two points of damage to deal a critical hit to the ship that was just attacked.
    • The crew version of Unkar Plutt allows the ship he is in to take damage to take an action after overlapping another ship.
    • Moff Jerjerrod can toss crew members (including himself) out the airlock to negate a critical hit.
    • 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.
  • Canon Immigrant: 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 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 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 Star Wars Battlefront II (2017) and the newer Thrawn novels.
  • Close-Range Combatant: Anyone at range 1 gets attack bonuses, but there are pilots and upgrades that encourage closing beyond this, whether 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).
  • Cool Starship: Imagine that.
  • Confusion Fu: TIE Phantoms can "decloak" in three (four with Echo as your pilot) different directions (thus changing their start positions before maneuvering), creating a guessing game for their opponents. Ships that can take the Boost and Barrel Roll action can also reposition themselves after maneuvering. High Pilot Skill ships in particular can take advantage of this to choose a final position for the turn on the fly after every other ship has finished maneuvering.
    • TIE Interceptors, Protectorate Starfighters, and A-wing pilot Tycho Celchu specialize in this. An Interceptor or Protectorate fighter can have a whopping 27 different potential positions after it has moved if it is equipped with the Push the Limit upgrade. Tycho Chelchu, on the other hand, can combine the Daredevil and Push the Limit upgrades to achieve 19 different potential positions with his actions, but can achieve a much wider range of orientations thanks to the extra 90 degree turn from Daredevil.
    • The Imperial "Fettigator" build pairs Boba Fett (able to choose which direction he banks after revealing the dial) and the Navigator crew upgrade (able to spin the dial to another move with the same bearing) to ensure that while you know he's probably going to bank, even his player won't know which way and how far until Pilot Skill 8 rolls around.
    • 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.
    • The Scum crew Azmorigan and Cikatro Vizago allow ships to trade out equipment mid-game.
  • Critical Hit Class: Several ship pilots and upgrades boast an increased ability to score critical hits:
    • The E-Wing pilot Etahn A'baht can convert any one regular hit roll into a critical hit, both for himself and his allies, as long as the target is within his firing arc.
    • The Decimator pilot Rear Admiral Chiraneau can convert a single "focus" die result into a critical hit, both bolstering his attack accuracy and making each attack hurt more.
    • Any ship with a cannon upgrade slot can equip the "Mangler" cannon, which converts any one regular hit roll into a critical hit.
    • The TIE Advanced/TIE Defender pilot Maarek Stele gets to draw three damage cards and choose one whenever he scores a critical hit.
    • The TIE Advanced/x1 is the only ship in the game that can equip the Advanced Targeting Computer - an upgrade which straight-up adds a Critical result to an Attack Roll if the attacker has a Target Lock on the defender.
    • The TIE/fo pilot known only as Omega Ace can convert a target lock and a focus token on the same ship into every die scoring an automatic critical. This gets a lot more practical when combined with Push the Limit, allowing this pilot to do this on any turn where you have no stress at the end of your move.
    • Darth Vader's crew version can Cast from Hit Points 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.
  • Death of a Thousand Cuts: Any ship cheap enough to fly in a swarm of 5 or more (most notably the TIE Fighter and Z-95 Headhunter) only has 2 attack dice (compared to the usual 3) and few options to make those dice more likely to roll hits. However, since they are cheap enough to field en-masse, it's possible to get a total of 8 attacks per round. Thus, swarms are highly effective against low agility ships with a limited number of attacks (like the Millennium Falcon), and even against high agility ships one of those attacks is bound to hit eventually.
    • 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.
  • Difficult, but Awesome: The Lambda-class Shuttle is the most difficult ship to fly in the game by far, but offers amazing stats for its price and can host some of the most powerful upgrades in the game.
    • 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.
  • The Engineer: 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.
  • Extra Turn: The E-Wing's most elite pilot, Corran Horn, can attack a second time after everyone else has shot - however, he must sacrifice his next turn of attacks to do so.
  • Faction Calculus: 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).
  • Fixed Forward-Facing Weapon: 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 Up to Eleven 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.
  • Fragile Speedster: 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).
  • Gameplay and Story Integration: 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).
  • Gameplay and Story Segregation: The E-Wing was more durable than the X-Wing in Star Wars Legends. The one in the game has the same total hull and shield, and can die to any effect that gets critical damage through the shields, because it only has 2 hull points and Direct Hits inflict 2 damage.
    • 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.
  • Glass Cannon: 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 cloaking to augment the Phantom's poor agility value.
    • 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.
    • 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.
    • 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.
    • 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.
  • High-Speed Missile Dodge: It is possible for a high agility ship to completely avoid damage from a missile or torpedo. It is also possible for a low agility ship to dodge the same if the attacker rolls nothing but blanks.
    • Evade Tokens, usually gained from the Evade Action, directly invokes this trope, with the pilots supposedly juking their ships slightly to avoid fire at the last second.
  • Jack-of-All-Stats: The TIE Advanced and 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. Prior to Wave 8, the generic pilots weren't even good at that.
  • Last Chance Hit Point: 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.
    • Tel Trevura, when "destroyed" for the first time, discards all damage in favour of four face-down damage cards.
  • Lightning Bruiser: The Firespray-31 (made famous by the Slave 1) and the YT-2400 boast some of the strongest weapons in the game and have 10 hit points to chew through, bolstered by 2 Agility. The YT-2400 pilot Dash Rendar in particular has a habit of easily getting to places no other pilot can reach.
    • Because a ship's base is part of 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.
  • Luck Manipulation Mechanic: The two default mechanics for direct dice manipulation are Focus (spend a Focus token to convert all "eye" dice results to a hit or evade result) and Target Lock (spend the Target Lock to reroll any number of attack dice, so long as your ship is firing at the locked-on ship). Some upgrades and pilot abilities also offer a more limited option to alter dice results.
  • Mighty Glacier: 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.
  • No-Sell: 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.
  • Obvious Rule Patch: 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 Game-Breaker, 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 Last Place You Look 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).
  • Old-School Dogfighting: Every ship (except the tiny handful of ships with a 0 move, and Scum ships with Inertial Dampeners) must move forward during each turn, creating a Space Is Air simulation - just like in the movies!
  • Only Known by Their Nickname: 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-72-7note ), some such as Civé Rashon ("Howlrunner") and Dodson Makraven ("Night Beast")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).
  • Power Copying: The IG-88 pilots have, via the IG-2000 title card, the option to share their pilot abilities with each other. Though in standard 100 point games it's only possible to have two IG-88s in a squad (point cost of 36 each), under the 300 point Epic rules it's very possible to run all four of them together. Indeed, this would be the primary reason for a Scum player to play in an Epic rules game, since the faction doesn't yet have any huge ships. And with the introduction of an IG-88D crew card in the Shadow Caster, those Scum players can even slap those pilot abilities on one other ship with a crew slot.
    • 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.
  • Power Creep: 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.
    • 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.
  • Quantity vs. Quality:
    • 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.
  • Ramming Always Works: Technically, ships that "collide" with each other are considered to be dodging each other in 3D space. The near-miss between the two ships means that neither can fire upon the other. However…
    • Because a ship that would overlap another ship skips its perform action phase, the practice of blocking with cheap, early moving ships is popular. While the ships aren't actually colliding, the effect is similar.
    • The A-Wing pilot Arvel Crynyd (best known as the pilot who crashed into the bridge of the Super Star Destroyer Executor, thus disabling and ultimately destroying it) can shoot enemies he collides with. This encourages players to fly him straight into enemy ships as frequently as possible.
    • The Decimator boasts a number of abilities that hamper ships touching it. The pilot Captain Oicunn specializes in ramming, since he deals unavoidable damage to any ship he collides with.
    • The Intimidate Elite upgrade, which comes in the Decimator's pack, lets you add an Agility penalty to the usual consequences of overlapping the ship with it.
    • Chopper as a pilot of the Ghost gets to dispense stress tokens to any ships that he's 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 or Ion Projectors, meaning your strategy is based around encouraging others to crash into you.
  • Running Gag: Sabine Wren is the most-featured unique character in the game, with 3 different Pilot cards (Attack Shuttle aka The Phantom, Rebel TIE fighter, and The Shadow Caster), 1 Crew Card (Sabine Wren, from the Ghost expansion), 1 Title named for her (Sabine's Masterpiece, a title for the Rebel TIE), and the Rebel TIE's expansion is even called "Sabine's TIE Fighter Expansion," of course featuring the loud repaint Sabine gave it in Star Wars Rebels. So, of course, "Sabine's (insert ANY object) Confirmed" has become something of a meme among the fanbase whenever anything even remotely references the petite Mandalorian, leading to Insane Troll Logic speculations of garish repaints of ships.
    • Surprisingly to some, the Phantom II expansion did not come with a Sabine pilot card.
  • Spam Attack: 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 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.
  • Stealth in Space: The TIE Phantom. With the Mist Hunter, the Scum faction also get a Cloaking Device Illicit upgrade that can allow temporary stealth, but (in keeping with Scum's risk-based mechanics) has a chance of breaking down each turn.
    • 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.
  • Support Party Member: 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 the enemy that tractor beams the living hell out of anything that comes near it.
  • Suspiciously Similar Substitute: B-wing pilot Keyan Farlander did not make it to 2nd Edition upon the initial release. 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.
  • Tactical Rock–Paper–Scissors: 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 nownote , making arc-dodging difficult (because turrets can be rotated to a new direction), but at least possible .
  • Taking You with Me: The Deadman's Switch upgrade allows Scum players to rig, for example, a Z-95 Headhunter to explode when someone kills them.
  • Zerg Rush: The TIE Fighter and Z-95 Headhunter are cheap enough to field in swarms of 8, letting their pilots use a Death of a Thousand Cuts 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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