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Games Overview - Star Wars: X-Wing Miniatures Game

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Game Details
Name:Star Wars: X-Wing Miniatures Game
Logo:star-wars-x-wing-miniatures-game.png
Manufacturer:Fantasy Flight Games
Website:http://www.fantasyflightgames.com/edge_minisite.asp?eidm=174
Popularity:The game is played by 19% of the T³-Users.
It's the preferred game of 15% of the T³-Users.
The T³-Users can field a total of 335118 points.
Rating (1-5):
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Your rating:
Average rating 4.7 after 1152 vote(s).

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Armies/Factions
This is a list of all supported armies/factions, their distribution between the players and a statistical review in the tournament field:
Name DP DA TN TS TV
Empire53%40%4742100254
Rebels51%38%441695.84230
Scum and Villainy29%22%258799.57208
Legend:
  • DP: How many players play this army.
  • DA: How big is the percentage of all armies.
  • TN: How often the army was used on a tournament.
  • TS: How strong is the army on tournaments. The strongest army is used for an index of 100 (see army ranking for details). A value of 0 means that we don't have enough data for a classification yet.
  • TV: How often did the army win a tournament.
  • If there is another army/faction behind a name in brackets, the entry is a sub type of this army/faction.
The distribution is based on 1487 players from Germany with 1979 army selections. The tournament data is based on 11745 tournament placements. You can enter your own armies, if you create an account.


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News
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Finish What You Start

Published 8 September 2017 | X-Wing Finish What You Start Announcing Two New X-Wing™ Starship Expansions $(document).ready(function() { var opts = { iframe: true, innerHeight: 299, innerWidth: 700 }; $('#89A2').colorbox(opts); }); “Show me again, the power of the darkness, and I will let nothing stand in our way. Show me, Grandfather, and I will finish what you started.”      –Kylo Ren This December, The Last Jedi will explode onto movie screens everywhere, delivering a new chapter in the epic Star Wars saga. As the First Order and Resistance continue their battle for the fate of the galaxy, we’ll follow the struggles of such familiar characters as Rey, Finn, Poe, Luke, Leia, and Kylo Ren. At the same time, we’ll also meet new characters and discover new vehicles and starships. We’ll learn what role the B/SF-17 heavy bomber plays in the Resistance’s war effort, and we’ll find Kylo Ren behind the controls of his sleek and menacing TIE silencer. Then, shortly after you see the movie, you’ll be able to field these ships—and a new version of Kylo Ren—in your games of X-Wing™. Fantasy Flight Games is proud to announce that the Resistance Bomber Expansion Pack and TIE Silencer Expansion Pack are scheduled for release as X-Wing Wave XIII! $(document).ready(function() { var opts = { iframe: true, innerHeight: 417, innerWidth: 700 }; $('#7534').colorbox(opts); }); Resistance Bomber Expansion Pack Strategic ordnance platforms flown by brave Resistance pilots, B/SF-17 heavy bombers are packed with destructive ordnance to strike at the First Order. Protected by their rotating turrets, wings of these bombers deter enemy forces with mines and bomb key targets, potentially turning the tide of battle. In X-Wing, the Resistance bomber arrives as a towering, large-base ordnance platform with room for one systems upgrade, one tech upgrade, and two bombs. On top of these, the ship boasts three shields and a staggering nine hull, making it durable enough to drop—or launch—the bombs from its Ordnance Silos $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#432B').colorbox(opts); }); wherever they’re needed most. $(document).ready(function() { var opts = { iframe: true, innerHeight: 646, innerWidth: 700 }; $('#12861').colorbox(opts); }); As you might expect, the Resistance Bomber Expansion Pack pairs its pre-painted miniature bomber with a host of potential pilots and upgrades. You’ll find no fewer than four ship cards and thirteen upgrades, including three copies of the Trajectory Simulator. $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#8947').colorbox(opts); }); These are accompanied by a new condition card, a rulesheet, a maneuver dial, and all the plastic and tokens that you need to start bombarding the First Order’s ships and emplacements! TIE Silencer Expansion Pack While the Resistance comes out of Wave XIII with plenty of firepower to assault the First Order’s larger ships and stations, the First Order goes into the wave looking to establish absolute space superiority. The result is the TIE silencer. Engineered for speed and incredible handling, the TIE silencer is devastating in the hands of those who can unlock its full potential. Lesser pilots, however, are often overwhelmed and unable to maintain control of the nimble craft. Fortunately for the First Order, they can boast a number of talented pilots, including the dark side Force user Kylo Ren. $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#6E43').colorbox(opts); }); $(document).ready(function() { var opts = { iframe: true, innerHeight: 602, innerWidth: 700 }; $('#15626').colorbox(opts); }); In X-Wing, Kylo Ren and his TIE silencer blast into battle with a resounding ferocity. Thanks to the skills passed down from his father, Kylo Ren is an expert pilot, able to take full advantage of the fighter’s innate agility, potent lasers, and upgraded systems. In addition to Kylo Ren and its pre-painted miniature starfighter, the TIE Silencer Expansion Pack comes with one more unique pilot, two non-unique pilots, twelve upgrades, and a copy of Kylo’s signature condition card, I’ll Show You the Dark Side. $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#A8FB').colorbox(opts); });  You’ll also find a maneuver dial, a rulesheet, and all the plastic and tokens you need to launch this lethal fighter into action. Let Nothing Stand in Your Way When the fate of the galaxy is at stake, you must pursue your victory every way you can. Arm your fleet with the biggest bombs. Fly the fastest fighter. Let nothing stand in your way. Take control of the Star Wars galaxy’s newest starships and wage your own battles between the First Order and the Resistance. The Resistance Bomber Expansion Pack and TIE Silencer Expansion Pack are scheduled to arrive at retailers early in 2018. Head to your local retailer to pre-order yours today, or pre-order yours from our webstore! Resistance Bomber Expansion Pack (SWX67) TIE Silencer Expansion Pack (SWX68) Discuss this article in our forums! © and ™ Lucasfilm Ltd.
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X-Wing™ 101: Scum and Villainy

Published 29 August 2017 | X-Wing X-Wing™ 101: Scum and Villainy Guest Writer Kris Sherriff Offers an Introductory Scum and Villainy Squad $(document).ready(function() { var opts = { iframe: true, innerHeight: 400, innerWidth: 700 }; $('#88AC').colorbox(opts); }); If you could fly any Star Wars starfighter, what would it be? Would you drop yourself into the cockpit of an X-wing and race to battle alongside Luke Skywalker $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#D414').colorbox(opts); }); and Poe Dameron $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#162DF').colorbox(opts); }); ? Would you seize the controls of a TIE fighter or Special Forces TIE and rip through the skies to hear its twin ion engines roar? Or would you take the helm of another pilot's unique signature starship—like Han Solo's Millennium Falcon $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#5B28').colorbox(opts); }); , Boba Fett's Slave I $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#32DB').colorbox(opts); }); , or Dengar's Punishing One $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#12CAA').colorbox(opts); }); ? With X-Wing™, you can fly any or all of these starships. It's part of what makes the game so great. Once you break into the game's fast-paced starfighter battles via the Core Set's X-wing and TIEs, you have a whole range of starship expansions with which you can construct your expanded fleet. Add A-wings or B-wings. TIE bombers or TIE interceptors. The quadjumper or the Lambda-class shuttle. Options abound, meaning you can fly nearly anything you'd like. And you can do so with just about any of the Star Wars galaxy's most famous (or infamous) pilots at your side. $(document).ready(function() { var opts = { iframe: true, innerHeight: 386, innerWidth: 700 }; $('#1261').colorbox(opts); }); But where should you start? The wide range of starship expansions you can field in X-Wing leads to tremendous squad-building freedom, but it can also prove daunting to newer players. Your resources are finite, after all, and you want to get the most from each of your purchases. In our X-Wing 101 articles, we address these concerns by offering different points of view as to how you might expand your X-Wing collection. Each article explores one of the various paths you can take, leading you deeper into the game and toward a richer, fuller game experience—but always making sure to offer these experiences for 101 USD or less. In previous articles, we've seen introductory—and competitive—lists for Imperials and Rebels. And we've seen lists aimed at mission play. But we have, thus far, steered clear of the game's third expansion, Scum and Villainy. This owes largely to the fact that you'll find Imperial and Rebel ships in both the Classic Core Set and The Force Awakens™ Core Set, but no Scum ships. This makes it a bit trickier to design a fun and competitive Scum squad that you can assemble for less than 101 USD. By no means, though, does this make the task impossible, and guest writer Kris Sherriff offers proof by sharing a Scum squadron that offers enough punch to hang in any fight, even while it plays hard to the faction's distinctive themes and style. $(document).ready(function() { var opts = { iframe: true, innerHeight: 464, innerWidth: 700 }; $('#CA69').colorbox(opts); }); "Wait… What?" I knew when I was offered the chance to write an X-Wing 101 article that I was going to jump in at the deep end: I wanted to see if I could build a squad for the Scum and Villainy faction that would be fun to fly and viable at events whilst also having the feel of being a "Scum" squad. For me, the Scum and Villainy faction have always been quite intriguing. They can be treated unfairly as a middle-of-the-road faction that sits in-between Rebellion's "shields and synergies" playstyle and the Imperial aces, with their individually powerful abilities and repositioning. Scum have a few ships that can fit into either style reasonably well, but all their ships can be used in the Scum-specific playstyle which I like to term “Wait… What?” The Scum faction has a whole host of pilots and upgrades that just make you or your opponent say, “Wait… What?” or other words to that effect. Ever since the faction was introduced in Wave VI, they have done things differently. Where the Rebel faction has Roark Garnet $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#AC7').colorbox(opts); }); , who can buff one of his allies to pilot skill "12," ensuring that ally shoots first (even before Han $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#16F9F').colorbox(opts); }); ), Scum players get Torkhil Mux $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#FA6F').colorbox(opts); }); , who reduces the pilot skill of an enemy to "0," for the combat phase, ensuring that his entire squad gets to shoot before the unfortunate victim. $(document).ready(function() { var opts = { iframe: true, innerHeight: 463, innerWidth: 700 }; $('#6AD5').colorbox(opts); }); When he catches the Falcon within Range 1–2, Torkhil Mux can reduce Han Solo's pilot skill to "0" for the combat phase, making it possible for both his wingmates to shoot before Han has the chance. And where the Empire gets Emperor Palpatine $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#14DFA').colorbox(opts); }); to alter fate in favor of the faction's fragile aces, boosting their survival in combat, the Scum faction gets to watch Prince Xizor $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#41FE').colorbox(opts); }); pass his damage to nearby allies, who can then go on to set off huge chain reactions of exploding Z-95s, using illicit upgrades like Dead Man’s Switch $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#7BA9').colorbox(opts); }); . These are the sort of things that make you say, "Wait… What?" And embracing this playstyle, I went to work. Contracted Scout Even while I was looking to build a cost-effective Scum squad, my first stop was the Punishing One Expansion Pack. Its JumpMaster 5000 is an extremely versatile platform that can fill multiple roles and offers lots of scope for build paths. But the usual options—such as the hard-hitting, high-skill Dengar $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#977').colorbox(opts); }); and torpedo-toting Contracted Scout $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#12DAD').colorbox(opts); }); —did not reveal the path I wanted to follow. Instead, I anchored my list with the following Contracted Scout: $(document).ready(function() { var opts = { iframe: true, innerHeight: 264, innerWidth: 699 }; $('#C7C9').colorbox(opts); }); Contracted Scout with Attanni Mindlink $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#6562').colorbox(opts); }); , Dengar $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#132E1').colorbox(opts); }); , Feedback Array $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#BEB2').colorbox(opts); }); , and Punishing One Now, the "Wait… What?” moment with this ship comes from the inclusion of Punishing One on the pilot skill "3" Contracted Scout. I have lost track of the number of times, after going over the list before a game, that my Opponent has asked why I am rolling three dice with my attacks. Not only is it a solid attack, but it's highly-modified because of the Dengar crew and focus action, and having it come late in the round forces your opponent into a lot of choices. Finally, the Contracted Scout's Feedback Array lets you perform blocking moves and still apply damage to the enemy it blocks. This means your opponent needs to worry about both the area your Scout can occupy and the potential damage it can deal to any target in range. The more observant of you may have already noticed the inclusion of Attanni Mindlink on the Scout and started jumping ahead to the other expansions I decided to bring into my build. Attanni Mindlink has become a staple of many Scum and Villainy squads due to the tremendous amount of action economy it offers, and the fact that you get two copies in the JumpMaster 5000 box went a long way toward forming this squad. Fenn Rau For the second part of this list, we went to the Protectorate Starfighter Expansion Pack and the Mandalorian ace, Fenn Rau $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#BECD').colorbox(opts); }); . The Protectorate Starfighter Expansion Pack is a really nice self-contained pack that offers a swath of pilots that all fly a little differently. In this list I wanted to add in a little more punch, and that is where Fenn Rau fits perfectly. His ability to add an additional attack die at Range "1" can lead to some devastating attacks and plays into the idea that we want to control where your opponents are going to position their ships. Knowing that the Contracted Scout will move early for blocks cuts down the options, and having Fenn Rau move late in the turn allows you to limit any uncertainty concerning your opponents' moves. $(document).ready(function() { var opts = { iframe: true, innerHeight: 278, innerWidth: 700 }; $('#FDCF').colorbox(opts); }); Fenn Rau's high pilot skill gives him the ability to react to his opponent's maneuvers. In this example, he performs a barrel roll to get the best of a Rookie Pilot $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#20F0').colorbox(opts); }); . Now with The Force Awakens™ Core Set, Punishing One Expansion Pack, and Protectorate Starfighter Expansion Pack, I was getting close to my budget, but I still wanted and needed a few things for my list. After I gave Fenn Mindlink and the Concord Dawn Protector $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#157B8').colorbox(opts); }); Title, I wanted a ship that could contribute enough to the damage output to be considered a threat amongst the company of the Contracted Scout and Fenn, but that wouldn't necessarily be the easy priority. With that in mind, the choice to pick up an M-3A Interceptor Expansion Pack was a relatively easy one. The recent update to the "Heavy Scyk" Interceptor $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#104F9').colorbox(opts); }); Title gives the ship an extra hull point for the bargain price of two squad points, plus access to the cannon, missile, or torpedo slot. With the errata, that would have been reason enough, but the fact that Stealth Device $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#74D').colorbox(opts); }); comes in the expansion really pushed me over the edge toward making it my final selection. The choice between Autothrusters $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#1061E').colorbox(opts); }); and Stealth Device on Fenn Rau is one that I enjoy agonizing over whenever I make a list. Autothrusters has introduced a level of arc and range control to the game that I find extremely enjoyable, and it leads to really rewarding play when you can use it correctly. But as I wanted to stick to my “Wait… What?” style for this list, Stealth Device was the clear choice. My argument for Stealth Device in this list is that it encourages Fenn to be bold and aggressive. He needs to be in the fight throwing out damage, and the more cagey playstyle encouraged by Autothrusters is—in my opinion—better left to pilots like Soontir Fel $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#E7B7').colorbox(opts); }); or Poe Dameron. Autothrusters can mitigate a lot of damage over the course of a game if you stay out of the firing arcs of ships with turrets or hold back at Range "3," but without the ability to evade, Fenn still leaves you susceptible to bad rolls. And if you get slowly worn down at range "2" and "3," Fenn Rau is not doing his job. Mandalorians face their enemies head-on. That’s where Stealth Device helps. $(document).ready(function() { var opts = { iframe: true, innerHeight: 239, innerWidth: 558 }; $('#1546C').colorbox(opts); }); Fenn Rau with Attanni Mindlink, Stealth Device, and Concord Dawn Protector Going head-to-head with Fenn can be scary, but he will be rolling five defense dice at Range "1," and when the Title triggers, he adds yet another evade result. Furthermore, since he can have double-stacked focus tokens thanks to Attanni Mindlink, he can spend one offensively and still have one for his defense. Meanwhile, your opponent will have to choose whether to spend tokens on offense (if they shoot first) or to save their tokens to spend defending against Fenn Rau’s five modified attack dice. Meanwhile, you still have the lurking threat of the Contracted Scout at the helm of the Punishing One, firing three dice later with Dengar and a focus token to modify them. Tansarii Point Veteran The final question left to me was how best to build the M-3A interceptor to contribute to the list. A few options came to me. One option was to take Serissu $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#946E').colorbox(opts); }); to add to Fenn’s survivability with the re-rolls she grants, but she felt kind of toothless and was a little bit too gimmicky. I always advise people not to chase a gimmick too far; enjoy the benefits when you can, but accept that your gimmicks won't always work. And in this case, spending twenty squad points to try to hold onto Fenn’s Stealth Device felt like I was trying too hard. Another idea was to add a little bit of control with stress from the Flechette Cannon $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#6E78').colorbox(opts); }); , but the drop in damage was a little too high for the list. Maybe if I had paired Fenn with a torpedo build on the Contracted Scout, the alpha strike would have made up for the lost damage, but I wanted something a little more consistent. In the end, I went with a Tansarii Point Veteran $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#C544').colorbox(opts); }); . $(document).ready(function() { var opts = { iframe: true, innerHeight: 238, innerWidth: 559 }; $('#E600').colorbox(opts); }); Tansarii Point Veteran with "Heavy Scyk" Interceptor, Mangler Cannon $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#15F70').colorbox(opts); }); , and Fearlessness $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#2360').colorbox(opts); }); Originally, I had planned to leave the elite pilot talent slot empty for a 1 point initiative bid for Fenn Rau. Although I think this is a viable option, I am comfortable enough with flying Fenn that I wouldn't find it too much of an issue if he has to move before other pilot skill "9" ships. The idea behind Fearlessness, then, is that it lends an extra threat to the list above and beyond the normal—and not inconsequential—threat of a Mangler "Scyk." Adding a hit result at Range "1" that you can then flip to a critical hit with the Mangler effect makes the Tansarii Point Veteran a rather high priority target. And that's what we want—to draw the heat off Fenn. If you can make the Vet and Fenn dive buddies and fly them both into Range "1" of your opponent, in arc, your opponent is almost certainty going to take the shot at the Tansarii Point Veteran. It is almost as deadly a threat and is far easier to hit. If this choice means that Fenn lives to the end game, then all the better! And at the same time, the M3-A interceptor gives us the evade action and three defense dice. Add its four total points of shield and hull, and the Vet is not an easy ship to one-shot. The Force Awakens Core Set I didn't use an X-wing or TIE fighters, but I still needed a Core Set for the rocks, tokens, range ruler, dice, and damage deck. And while I did toy with the idea of Mindlink on the Tansarii Point Veteran and Determination $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#152CE').colorbox(opts); }); on the Contracted Scout, I much prefer the new damage deck to the old one. The access to the smaller rocks also played a big part. I like the smaller rocks as they allow you to build a tight asteroid field, but one that takes up a comparatively small space on the table. $(document).ready(function() { var opts = { iframe: true, innerHeight: 554, innerWidth: 700 }; $('#C905').colorbox(opts); }); By placing the smaller asteroids from The Force Awakens Core Set close to your opponent's obstacles, you can create an asteroid field that's tucked tight into a corner of the map. Here we see a sample field that's taken shape just outside the range "2" restrictions of the map's lower-left corner. The new asteroids also have the more interesting shapes, and I went with the infamous "mustache" rock, the "almost looks like an apple" rock, and my personal favorite—the L-shaped rock. You can get some really interesting placements with these rocks. And with a little practice, especially with the L-shaped rock, you can block some annoying rock placements for your JumpMaster 5000 while leaving more than enough space to bank turn in from the right-hand edge of the table—every JumpMaster's edge of choice. That rounds out the list and comes in just under my theoretical budget with The Force Awakens Core Set, Punishing One Expansion Pack, Protectorate Starfighter Expansion Pack, and M3-A Interceptor Expansion Pack. It also leads me to a squad that I have now played in multiple games and is so much fun and offers enough competitiveness that, in fact, I decided to fly it at Worlds! It's fun to fly, has lots of options, and even if you don't win every game, it can cause surprising moments that cause your opponent to look at the list in the middle of a game, pause, and say, “Wait… What?” Kris has been playing X-Wing since Wave I and shares his unique analysis of the game's newest and most interesting squadrons on his YouTube channel, DiceHate. Discuss this article in our forums! © and ™ Lucasfilm Ltd.
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Bring on the Alpha Strike

Published 21 August 2017 | X-Wing Bring on the Alpha Strike Announcing the Twelfth Wave of X-Wing™ Starship Expansions $(document).ready(function() { var opts = { iframe: true, innerHeight: 242, innerWidth: 600 }; $('#52F3').colorbox(opts); }); Arm the missiles. Load the torpedoes. Line up the bullseye, and launch your attack. Fantasy Flight Games is proud to announce the upcoming release of three new Wave XII starship expansions for X-Wing™! Alpha-class Star Wing Expansion Pack M12-L Kimogila Fighter Expansion Pack Phantom II Expansion Pack Arriving for battle with powerful cannons and an arsenal of all the newest ordnance, these Wave XII starships give you all the firepower you need to saturate the skies with your missile salvos. And then you'll be able to reload and do it again! $(document).ready(function() { var opts = { iframe: true, innerHeight: 331, innerWidth: 700 }; $('#17F53').colorbox(opts); }); From left to right: The Alpha-class Star Wing, M12-L Kimogila fighter, and Phantom II. Even as these starships continue to reinforce the central fundaments of maneuvering about the battlefield and lining up your shots, they permit the exploration of new tactics based around reloading ordnance, jamming enemy sensors, and making each shot count. Alpha-class Star Wing Expansion Pack The Empire's first widely deployed starfighter to have shields and a hyperdrive, the Alpha-class Star Wing was limited in its maneuverability, but heavily armed for its size. Designed by Cygnus Spaceworks, the Star Wing was a versatile craft that could be outfitted with powerful cannons or devastating ordnance to rain destruction upon the Empire's enemies. The ship was often assigned to Imperial Navy specialist units that needed a starfighter they could outfit for multiple roles. $(document).ready(function() { var opts = { iframe: true, innerHeight: 513, innerWidth: 700 }; $('#1529E').colorbox(opts); }); In X-Wing, the Star Wing remains an impressively durable and versatile Imperial starfighter. It comes with two agility, four hull, three shields, and a primary weapon that boasts a modest attack value of two. Still, the Star Wing is bound to hit above its weight class thanks to its devastating arsenal of secondary weapons. The Star Wing comes with the native ability to load both torpedo and missile upgrades, and if you choose to equip the XG-1 Assault Configuration $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#A63A').colorbox(opts); }); Title, the ship gains two cannon slots, as well. Together, all these weapons upgrade slots make it possible for you to outfit your Star Wing so that it can best perform the exact role you wish it to play in your squadron. Moreover, you don't need to worry that the Star Wing's ordnance-driven sting is only temporary. While the fighter's certainly capable of delivering a blistering alpha strike before fading into a support role, its ability to perform the new reload action $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#91F4').colorbox(opts); }); means that this long-awaited boost to the Imperial fleet isn't just a one-shot wonder. All told, the Alpha-class Star Wing Expansion Pack comes with one pre-painted miniature, four ship cards, seven upgrades, one maneuver dial, reference cards for the reload action and jam tokens, and all the plastic and tokens you need to fly the ship to battle. M12-L Kimogila Fighter Expansion Pack Produced by MandalMotors and flown by enforcers of the Hutt kajidics and other criminal cartels, the M12-L Kimogila fighter was dreaded by spacers across the Outer Rim for its ordnance capacity and the withering torrents of coordinated fire it could unleash. It was a blunt instrument, trading maneuverability for raw destructive power, but this was a trade that suited its pilots, many of whom were blunt instruments themselves. $(document).ready(function() { var opts = { iframe: true, innerHeight: 575, innerWidth: 700 }; $('#5DA1').colorbox(opts); }); Along with its pre-painted miniature, the M12-L Kimogila Fighter Expansion Pack brings this fearsome heavy fighter to life in X-Wing as a Scum and Villainy faction vessel with four ship cards and ten upgrades—all focused on catching your foes in your bullseye and pulling the trigger. This is a starfighter that wants to joust. The M12-L Kimogila fighter has a hard time turning sharply, especially in close-quarters, but it excels in the initial, head-on approach and engagement. Its shields and hull make it durable enough to withstand even the most devastating shots your opponent may fire in the initial pass. Then its primary attack value of "3," its ability to load and unleash missiles, and its new bullseye firing arc $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#1685').colorbox(opts); }); all combine to ensure your attacks will hit for maximum efficiency. Phantom II Expansion Pack Originally appearing in Star Wars Rebels Season Three when the Spectres recovered it from a Clone Wars-era military base, the Phantom II is a Sheathipede-class transport shuttle that has been heavily modified to include upgraded weapons and a custom docking system compatible with the Ghost. As a result of its upgrades, the Phantom II arrives to X-Wing as an attack-ready vessel with two agility, four hull, one shield, and a primary weapon with an attack value of two that you can fire from either its forward firing arc or its auxiliary firing arc. $(document).ready(function() { var opts = { iframe: true, innerHeight: 512, innerWidth: 700 }; $('#9FF').colorbox(opts); }); In addition to its pre-painted miniature shuttle, the Phantom II Expansion Pack introduces four ship cards and six upgrades, including new astromechs, crew options, and Title upgrades for the Ghost $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#57B8').colorbox(opts); }); and Phantom II $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#4350').colorbox(opts); }); , many of which add depth to the ship's ability to perform the coordinate action. In addition, you'll find a maneuver dial, three reference cards, and all the plastic and tokens you need in order to field the Phantom II in battle. All told, the Phantom II doesn't just allow you to keep up with the changes that Star Wars Rebels Season Three meant for the Spectres; it allows you to pursue a whole range of new, synergistic Rebel tactics—with or without the Ghost in your squadron. Fire at Will The time has come to litter the stars with ordnance. Unleash your missiles. Barrage your foes with torpedoes. Make sure your attack is coordinated from the very first instant of the engagement. With the new ships, upgrades, and actions from X-Wing Wave XII, there's never been a better time to plan your alpha strike. You don't have to wait for just the right moment to strike. You can fire at will. Look for X-Wing Wave XII (SWX69, 70, 72) to arrive at retailers in the fourth quarter of 2017! Discuss this article in our forums! © and ™ Lucasfilm Ltd.
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Vaksai

Published 15 August 2017 | X-Wing Vaksai A Preview of the Guns for Hire Expansion Pack for X-Wing™ $(document).ready(function() { var opts = { iframe: true, innerHeight: 332, innerWidth: 400 }; $('#2FCD').colorbox(opts); }); With its new paint schemes, ship cards, and upgrades, the Guns for Hire Expansion Pack ensures your Scum faction StarVipers and Kihraxz fighters will soon enjoy an all-new look on your table and in your X-Wing™ battles. As we already learned from the expansion's announcement, many of the changes owe to the introduction of two new Title upgrades, one for each ship—the StarViper Mk. II $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#24DE').colorbox(opts); }); and the Vaksai $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#2DAD').colorbox(opts); }); . By reducing the number of squad points you need to commit to your StarVipers and Kihraxz fighters, these Titles add to their versatility, affording you more space to upgrade them, select more powerful pilots, and pair them with a greater number of wingmates. But they don't just increase your fighters' versatility within your squadrons; they increase the versatility of the individual ships themselves. In our last preview, we explored some of the ways the StarViper Mk. II Title makes the StarViper a trickier and deadlier starfighter. The new barrel roll it forces upon the ship makes it harder to master, but it makes the fighter's maneuvers even harder to predict. We also got a glimpse of how the Vaksai Title lends new customization options to the Kihraxz fighter, and fans in our community forums responded with a field day's worth of theorycrafting new ship and squadron builds. Accordingly, we'll continue this theorycrafting in today's article, even as we look at more of the new Kihraxz fighter pilots and upgrades. $(document).ready(function() { var opts = { iframe: true, innerHeight: 725, innerWidth: 700 }; $('#44D').colorbox(opts); }); Build a Better Starfighter The Vaksai Title is something of a conundrum. Unlike the StarViper Mk. II Title, which applies a flat three-point reduction, the Vaksai Title starts at zero points and only gains squad-point value as you load your ship with upgrades. The more upgrades you add to your Kihraxz fighter, the greater the squad-point value your Vaksai Title offers. Traditional wisdom, however, warns us against spending too much time—and too many squad points—loading our ships with upgrades. At the end of the day, X-Wing is a game about lining up shots, aiming, and firing, and it behooves us to throw as many attack dice as we can reasonably modify toward success. At the same time, we want to defend against our opponents attacks with as many points of agility, hull, and shields as we can. Squad points spent on upgrades are traditionally less valuable than points spent on ships, then, because the attack and defense bonuses associated with upgrades tend to be more expensive than those associated with the ships themselves. $(document).ready(function() { var opts = { iframe: true, innerHeight: 378, innerWidth: 600 }; $('#A56F').colorbox(opts); }); A 360-degree view of the Kihraxz fighter from Guns for Hire. Accordingly, many of the game's most successful squadrons have featured relatively low investments on upgrades. This has been true from the time that TIE swarms dominated the game's early stages through the Attanni Mindlink $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#173F2').colorbox(opts); }); synergies that have formed the base of many recent Scum squadrons featuring fewer than ten total squad points invested in upgrades. Moreover, as three-time World Champion Paul Heaver has noted in his Turn Zero articles, upgrades can complicate games, and not always in a good way. In his article, "Assembling Your Squadron," Paul reminded us that upgrades are only worth their points if you make good use of them. If you forget their abilities or cannot coordinate them with all the other tricks in your squadron, the points you invest in those upgrades are points you fail to apply toward more powerful or defensible starships. $(document).ready(function() { var opts = { iframe: true, innerHeight: 308, innerWidth: 700 }; $('#DF74').colorbox(opts); }); Loading Viktor Hel $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#2032').colorbox(opts); }); with Fearlessness $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#6CD0').colorbox(opts); }); , Ion Pulse Missiles $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#BB48').colorbox(opts); }); , Scavenger Crane $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#7E3E').colorbox(opts); }); , Stealth Device $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#155D0').colorbox(opts); }); , Vectored Thrusters $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#F240').colorbox(opts); }); , and an Engine Upgrade $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#13FD5').colorbox(opts); }); may make your Vaksai Title worth a total of six squad-points, but the ship will still consume more than a third of your available squad points. The trick with the Vaksai, then, is to make sure every upgrade is carrying its weight. If they're not making valuable contributions to your overall strategy, you may even be better off avoiding upgrades that the Title can reduce to zero squad points—like a set of XX-23 S-thread Tracers $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#B0CC').colorbox(opts); }); or the Munitions Failsafe $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#95D9').colorbox(opts); }); —and leaving those slots open, rather than filling them just because you can. The risk is that you start flying and attacking differently just because you can, and a ship that wants to deal damage does not want to fire its XX-23 S-thread Tracers. The real power of the Vaksai is not the discount it offers you, but the ability to better customize your fighter for the role you want it to play in your squadron. Perhaps you want to transform Talonbane Cobra $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#891C').colorbox(opts); }); into a late-game arc-dodging ace like Soontir Fel $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#D1').colorbox(opts); }); or Corran Horn $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#32B8').colorbox(opts); }); . The Vaksai Title makes this a viable option by allowing you to outfit Talonbane's ship with Push the Limit $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#7EAE').colorbox(opts); }); , Ion Dischargers $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#2643').colorbox(opts); }); , Vectored Thrusters, Engine Upgrade, and Pulsed Ray Shield $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#15979').colorbox(opts); }); . $(document).ready(function() { var opts = { iframe: true, innerHeight: 308, innerWidth: 614 }; $('#577').colorbox(opts); }); The fact that the Title grants you a five-point discount on the upgrades is secondary to the fact that the Title allows you to transform the way Talonbane can fly. As another example, if you use the Vaksai Title to load Graz the Hunter $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#2AC').colorbox(opts); }); , the other ace from the Kihraxz Fighter Expansion Pack, with Harpoon Missiles $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#6F96').colorbox(opts); }); $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#17F8E').colorbox(opts); }); , Guidance Chips $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#C8CE').colorbox(opts); }); , Munitions Failsafe, and Glitterstim $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#181A6').colorbox(opts); }); , you'll end up with a wildly different ship and squadron than if you had equipped the pilot with Vectored Thrusters, Stealth Device, Hull Upgrade $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#12470').colorbox(opts); }); , and Scavenger Crane. What Can You Do with Three Modifications? So what can you do with three modifications? That's the question the Vaksai begs of you, and it can be answered in any number of ways. Returning momentarily to Paul Heaver's squad building advice, we might consider our upgrades in terms of shoring up our squadron's defenses or maximizing its offensive potential. Defensively, we can use Stealth Device to give our Kihraxz fighter an extra point of agility, and if the ship is hit and loses its Stealth Device, we can use a Scavenger Crane to recover it. We can use Vectored Thrusters and Engine Upgrade in combination to gain extra positional advantages after executing a maneuver, and because the Engine Upgrade adds the boost icon to the ship's action bar, it also allows us to upgrade our Vaksai with a set of Autothrusters $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#193B').colorbox(opts); }); , making it all the more difficult to hit. $(document).ready(function() { var opts = { iframe: true, innerHeight: 509, innerWidth: 700 }; $('#900C').colorbox(opts); }); With his focus token and Autothrusters, Graz the Hunter can convert this unfortunate roll into enough defense to completely evade the Upsilon-class shuttle's four hits. Alternatively, we can simply opt for a Pulsed Ray Shield and Ion Dischargers, then play them on a Black Sun Ace $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#5553').colorbox(opts); }); with Fearlessness. The Vaksai Title reduces these upgrades to just two points total, meaning that we could recruit four of these Black Sun Aces into a squadron capable of getting the better of just about any head-on exchange. Still, we don't need to think of our defenses simply in terms of a single ship's combination of agility, hull, and shields. Viktor Hel defends himself and his wingmates by stressing his opponents whenever he rolls more or less than two defense dice. The threat of this stress may discourage his enemies from attacking him, or it may limit their options in subsequent rounds. Either way, it changes the way your opponents interact with him just as much as another point of agility or shields might. Similarly, you might trigger the discounted EMP Device $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#18355').colorbox(opts); }); on one of your Kihraxz fighters to limit your opponent's ability to fire at the rest of your squadron in the next round. $(document).ready(function() { var opts = { iframe: true, innerHeight: 509, innerWidth: 700 }; $('#14A5F').colorbox(opts); }); A Kihraxz fighter discharges its EMP Device to ionize an entire Rebel squadron. This EMP Device trick might even prove to be one of the ways you increase your Kihraxz fighter's offensive potential, if you use it when the rest of your squadron can take advantage of your opponent's predictable straight "1" maneuvers. But there are plenty of other ways the Guns for Hire Expansion Pack increases the Kihraxz figher's offensive potential, and not just through the Vaksai Title. It also introduces Captain Jostero $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#1D62').colorbox(opts); }); , whose unique pilot ability can earn you an extra attack once per round. Whenever an enemy ship that is not defending against an attack suffers damage, Captain Jostero is ready to pounce. And his ability isn't limited to any given phase. This means it works with Spacetug Tractor Arrays $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#732E').colorbox(opts); }); that slam enemies onto asteroids. It works with the splash damage from Assault Missiles $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#C004').colorbox(opts); }); . It works with bombs and mines. It works with Feedback Array $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#4801').colorbox(opts); }); . And it works with the splash damage assigned by the Harpooned! condition. Given all the different ways you can trigger Captain Jostero's extra attack, he's likely to find his way into a wide variety of different squadrons, but it's notable that he can even use the Vaksai Title to trigger and modify his own attacks. Outfitted with Predator $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#6838').colorbox(opts); }); , Assault Missiles, Glitterstim, Guidance Chips, and a Munitions Failsafe, Captain Jostero can reasonably expect his Assault Missiles to hit any ship he can target lock, meaning he'll be able to deal splash damage to another enemy ship within Range "1," triggering his ability and allowing him to immediately turn his fire upon it. $(document).ready(function() { var opts = { iframe: true, innerHeight: 308, innerWidth: 614 }; $('#15D5D').colorbox(opts); }); Customize Your Scum With all the strange and creative freedoms afforded by the StarViper Mk. II and Vaksai Titles, the Guns for Hire Expansion Pack promises to deliver an abundance of new ways to customize your Scum squadron. And the tremendous range of these options mean there's a greater chance you'll find exactly the ship—and exactly the squadron—that you want to fly. How will you begin your experimentation? Share your thoughts with the other members of our community forums. Then head to your local retailer to pre-order your copy of the Guns for Hire Expansion Pack (SWX73)! Discuss this article in our forums! © and ™ Lucasfilm Ltd.
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StarViper Mk. II

Published 24 July 2017 | X-Wing StarViper Mk. II A Preview of the Guns for Hire Expansion Pack for X-Wing™ $(document).ready(function() { var opts = { iframe: true, innerHeight: 332, innerWidth: 400 }; $('#B05A').colorbox(opts); }); All the credits in the galaxy won't guarantee you victory in your next space battle. They can, however, help you build a better fighter. With its new ship cards, upgrades, and miniatures, the Guns for Hire Expansion Pack for X-Wing™ will soon offer a host of new tech and advantages to the pilots of the Scum faction's StarVipers and Kihraxz fighters. As we already saw in May's announcement of the pack, many of these new advantages result from the increased versatility afforded to the fighters by their new Title upgrades—the Vaksai $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#9D4B').colorbox(opts); }); and StarViper Mk. II $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#8ECE').colorbox(opts); }); . And while fans received both Titles with fantastic enthusiasm, much of the early conversation revolved around the Vaksai. By allowing you to equip additional modifications and by reducing the cost of each upgrade you add to your Kihraxz fighter, the Vaksai opens an obvious measure of customization. Today, though, we begin our previews with a closer look at the expansion's new StarViper, including its new StarViper Mk. II Title, its new pilots, and some of the dirtiest, Scummiest tricks the expansion's other upgrades afford it. $(document).ready(function() { var opts = { iframe: true, innerHeight: 725, innerWidth: 700 }; $('#B457').colorbox(opts); }); A Slippery Ship There is certainly an element to the StarViper Mk. II Title that's every bit as simple as what you find in the Vaksai. Applied to your StarViper, the Title reduces its squad point cost by three points and forces you to perform your barrel rolls with the Speed "1" bank template rather than the Speed "1" straight template. Additionally, it allows you to equip up to two different Title upgrades, meaning you can still field one of your StarVipers in battle as the Virago. On their face, these are all simple things. But once you begin exploring the ramifications of the new barrel roll, everything changes. In X-Wing, ships feel different in battle and on the table because of their unique combinations of stat arrays, firing arcs, action bars, upgrade bars, base size, and maneuver dials. Of these things, the maneuver dial $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 300 }; $('#7B10').colorbox(opts); }); may be the hardest to grasp. After all, it takes a great deal of practice to learn how to judge your maneuvers accurately. But the maneuver dial may well be the single most defining part of a ship's identity. $(document).ready(function() { var opts = { iframe: true, innerHeight: 571, innerWidth: 600 }; $('#664').colorbox(opts); }); A 360-degree view of the StarViper from the Guns for Hire Expansion Pack. It is the TIE interceptor's wealth of green maneuvers at Speed "2," especially its green "2" turn, that make it feel like a nimble fighter at close quarters. Conversely, it is the Lambda-class shuttle's red "2" turn—and its red Speed "0" stall maneuver—that makes it feel like a large, lumbering target even while it boasts five hull and five shields. And the StarViper, with its wealth of close-range maneuvers, finds a place between the two ships because it lacks the interceptor's ability to transition to high-speed "3" turns and all of its turns are white. Although the StarViper's dial doesn't change with the StarViper Mk. II Title, its ability to maneuver about the battlefield does. Accordingly, the dial starts to feel as though it's weighted differently, and the ship starts to feel different. For example, the Black Sun Assassin $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#15E20').colorbox(opts); }); that would have needed to perform a Speed "2" right turn to catch his foe can now dial in a Speed "1" right bank and then adjust his firing arc a bit more with the barrel roll to not only catch his foe in arc, but at a closer range than he would have earlier. And because the "1" bank is a green maneuver, the Black Sun Assassin could plan to perform such maneuvers multiple turns in a row and still gain extra actions from Push the Limit $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#AA24').colorbox(opts); }); . $(document).ready(function() { var opts = { iframe: true, innerHeight: 400, innerWidth: 700 }; $('#182D4').colorbox(opts); }); The impact of the new barrel roll template is further magnified when you apply the StarViper Mk. II Title to the same ship outfitted with the Virago $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#68C8').colorbox(opts); }); Title and the Advanced Sensors $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#B48').colorbox(opts); }); system upgrade. With Advanced Sensors, the StarViper Mk. II's new barrel roll allows you to face any of four different angles before you reveal your maneuver—none of which were previously possible—and all of these possible barrel rolls move you slightly further from your original position than a straight "1" template barrel roll would move you. $(document).ready(function() { var opts = { iframe: true, innerHeight: 400, innerWidth: 700 }; $('#46FF').colorbox(opts); }); The result is a highly variable range of movements that all use the same maneuver on the dial—a range of movement that may make it easier to prey upon your foes and to elude them. Accordingly, even without adjusting the StarViper's maneuver dial, the StarViper Mk. II Title makes the fighter a far more slippery ship, but one that's certain to demand—and reward—an active imagination, as well as your patience with its steeper learning curve. $(document).ready(function() { var opts = { iframe: true, innerHeight: 400, innerWidth: 700 }; $('#B89B').colorbox(opts); }); The StarViper Mk. II with Advanced Sensors—when a straight "1" isn't just a straight "1." The Scummiest Tricks The new StarViper miniature from Guns for Hire gains even more versatility from the new pilot abilities introduced by Dalan Oberos $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#97E5').colorbox(opts); }); and Thweek $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#10E4E').colorbox(opts); }); . The higher pilot skill of the two unique StarViper pilots, Dalan Oberos is all about positioning. This human bounty hunter first appears in the Force and Destiny™ adventure, Chronicles of the Gatekeeper, where it's made clear he's willing to take gigs from the Empire and cartels alike. Rumors even suggest he has recently taken a job looking for suspicious characters around Cato Neimoidia. His ability to pursue his quarry is reflected in X-Wing with his unique pilot ability to treat any turn, bank, or Segnor’s Loop maneuver that he reveals as a red Tallon Roll maneuver with the same template. If he's also equipped with the StarViper Mk. II and Virago Titles, plus the Advanced Sensors upgrade, he gains an almost unparalleled ability to adjust to the final position of any foe on the battlefield. This means you're likely to see him equipped with the Veteran Instincts $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#183FF').colorbox(opts); }); or Adaptability $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#11EE').colorbox(opts); }); elite pilot talents to boost his pilot skill value of "6" to a level at which he's more likely to be able to react to his opponent's maneuvers. $(document).ready(function() { var opts = { iframe: true, innerHeight: 429, innerWidth: 700 }; $('#AFB8').colorbox(opts); }); When Dalan Oberos realizes his speed "1" right bank maneuver would put him in a bad position, he can barrel roll and Tallon Roll to turn the tables on his foe. On the other hand, if you're looking to see what your StarViper Mk. II can bring to battle apart from its maneuverability, you might consider recruiting Thweek as your pilot. This Kubaz spy first appeared in the Edge of the Empire™ adventure, The Long Arm of the Hutt, as a greedy, underhanded, and ruthless associate of Teemo the Hutt. In X-Wing, you'll find him every bit as shifty as he was in Edge of the Empire, even though he lacks an elite pilot talent slot. This is largely because he allows you to assign one of two conditions to an enemy ship during setup, and the way Thweek flies is bound to hinge upon the condition you choose to assign and the ship to which you assign it. If you choose Shadowed $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#D7A2').colorbox(opts); }); , you can copy the starting pilot skill value of any of your opponent's ships. For the remainder of the game, then, Thweek could fly like a blocker at an Academy Pilot's $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#74F4').colorbox(opts); }); pilot skill value of "1." Or he could poach the pilot skill value of "12" from your opponent's "Epsilon Ace" $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#16DDE').colorbox(opts); }); and stay at pilot skill "12" even after "Epsilon Ace" takes damage and drops back to pilot skill "4." And while Shadowed provides Thweek a great deal of flexibility against lists that aren't heavily focused on unique pilot abilities, it pales in comparison to what the Mimicked $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#147').colorbox(opts); }); condition allows Thweek to bring to your squad. With Mimicked, Thweek can copy the unique pilot ability of any of your opponent's ships, and the possibilities are a bit staggering—even if they're wholly unpredictable. Against the Rebels, Thweek could serve the same role as Biggs Darklighter $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#233').colorbox(opts); }); , but with a higher agility and the ability to equip Autothrusters $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 194 }; $('#461').colorbox(opts); }); . He could double-attack like Corran Horn $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#48DB').colorbox(opts); }); , gain rerolls like Rey $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#11D74').colorbox(opts); }); , or dart about the battlefield with boosts and barrel rolls like Jake Farrell $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#16F97').colorbox(opts); }); . $(document).ready(function() { var opts = { iframe: true, innerHeight: 401, innerWidth: 700 }; $('#3481').colorbox(opts); }); Against a Rebel list with Biggs Darklighter, Thweek can force your opponent to take shots at him instead of the rest of your squadron. Against other Scum players, Thweek could poach tokens like Genesis Red $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#169FB').colorbox(opts); }); , launch fearsome Range "1" attacks like Fenn Rau $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#D00E').colorbox(opts); }); , or fire retaliatory attacks like Dengar $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#58B9').colorbox(opts); }); . And against Imperial players, you might copy Darth Vader's $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#12B2').colorbox(opts); }); ability, or that of The Inquisitor $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#B941').colorbox(opts); }); or Countess Ryad $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#67CA').colorbox(opts); }); . You could even assign Mimicked to "Countdown" to place a hard cap on the amount of damage you can take, and then you could recover that damage with a Pulsed Ray Shield $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#9840').colorbox(opts); }); . Finally, it's worth noting that while triggering Pulsed Ray Shield should normally make the devious Kubaz a great deal more predictable than he would like, Guns for Hire ensures that anyone flying the Virago is going to get his or her credits' worth. Because the Virago gives your StarViper an illicit slot, you can then pair your Pulsed Ray Shield with a set of Ion Dischargers $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 196 }; $('#F8CA').colorbox(opts); }); to assign the ion token to your Range "1" opponent instead of yourself. And this forces your opponent to make a difficult choice—discard the ion token and allow you to keep your Ion Dischargers, or discard your Ion Dischargers, retaining the ion token and leaving a ship to limp through space. Send a Message There are many ways you can approach your X-Wing battles. You can take advantage of the numerical superiority of a swarm. You can intimidate your foes with powerful missiles and torpedoes and the retaliatory strikes enabled by pilots like Dengar and "Quickdraw." $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#A6').colorbox(opts); }); You can litter the battlefield with bombs. Or you can setup your squad with one or more copies of the red and grey StarViper from Guns for Hire. Placing this new StarViper on the table sends a message. It says you're going to fight dirty, utilizing slippery maneuvers and illicit technologies to hit your opponents when their eyes are turned elsewhere. It says your opponent's going to have trouble predicting your next maneuver, and that you're less likely to be caught by your opponent's best tricks than to turn the tables. What message will you send with your new StarViper? Share your thoughts with our community forums. Then head to your local retailer to pre-order your copy of the Guns for Hire Expansion Pack (SWX73)! Discuss this article in our forums! © and ™ Lucasfilm Ltd.
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New Fighter Regulations

Published 19 July 2017 | X-Wing New Fighter Regulations New X-Wing™ Tournament Regulations Are Now Available The latest version of the X-Wing™ Tournament Regulations is now online! This update contains the usual streamlined language, clarifications, and other minor changes that come with refining the rules. Download the new Tournament Regulations now to see all the changes for yourself!          Download the new Tournament Regulations or the text-only version by clicking on the images above. This update goes into effect 7/26/2017.   Players attending a Store Championship before July 26th can still find the previous Tournament Regulations on the X-Wing page. As always, other rules documents and support materials for X-Wing can be found there as well. Discuss this article in our forums! © and ™ Lucasfilm Ltd.
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