[X-Wing] The C-ROC M-3As – Preview Thoughts

We’ve had quite a bit of X-Wing news happen while I was taking a bit of a break from the blog to do other things, so I’m playing catch up. Today we’ll take a look at the new M-3A pilots and upgrades coming in the C-ROC epic ship for Scum, as previewed in the Hit and Run article. (We’ll look at the C-ROC in more depth later on, as I’m very excited about Scum finally getting a huge ship to properly take part in Epic games.)

The Pilots

Sunny Bounder

A first for X-Wing, Sunny Bounder is a PS 1 unique pilot. Her ability is a unique one as well, letting you gamble on getting specific dice results to improve your chances.

Once per round, after you roll or reroll dice, if you have the same result on each of your dice, you may add 1 matching result.

So if you roll two hits on an attack, you can add a third. If you roll three focus icons when you’re defending, you get to add a fourth. It’s not an ability to rely on by any stretch of the imagination, but it can help Sunny punch above her weight. If you add in the Light Scyk title, she’s only 12 points, giving you a decent blocker with just a little bit more teeth than might be expected.

One point of note is that you can use Serissu’s reroll on defence to trigger Sunny’s ability. Not a huge thing, but a nice bit of synergy.

Inaldra

Coming in at PS 3 with an EPT slot, Inaldra’s willing to play with fire to put the odds in her favour.

When attacking or defending, you may spend 1 shield to reroll any number of your dice.

Frankly, I don’t see myself using her pilot ability much. The M-3A is just too fragile to be able to afford to burn its shield a lot of the time, even with the Pulsed Ray Shield being a thing. There are two circumstances where I’d be willing to use Inaldra’s ability – when I’ve blanked out on the green dice and she’d die without the reroll, and when I need to make sure an attack hits to take an enemy ship off the board. The second circumstance seems more likely, as still having a shield at the point you’d die without the reroll isn’t going to happen that much.

However, while her pilot ability might be a little underwhelming, she’s very competitively costed. 15 points for PS 3 and an EPT gives her a role in a lot of lists, and lets you add an Attanni Mindlinked ship into a list for just 14 points when combined with the Light Scyk Title. You’d need a good reason to want the PS 5 of a Tansarii Point Veteran to pay the extra two points for one.

Quinn Jast

My favourite (although probably not the best) of the new M-3A pilots, Quinn Jast finally makes using something other than a cannon on a Heavy Scyk a viable option.

At the start of the Combat phase, you may receive a weapons disabled token to flip one of your discarded (torpedo) or (missile) Upgrade cards faceup.

So, potentially unlimited ordnance from one ship. Realistically, this isn’t going to happen, but you can still have quite a punchy little ship. Quinn with Proton Rockets, Heavy Scyk, and Guidance Chips is an affordable 23 points for something that will leave your opponent desperate to avoid Range 1. Alternatively, you can add some Proton Torpedoes or Concussion Missiles for a point more, and bump the build up to 25 points with Deadeye to give some long range consistent damage.

As long as you don’t mind being out of the fight for a turn, you can take a turn to reload and come in for another pass. Even if Quinn never manages to reload, she should act as something of a distraction for your opponent – can they afford for her to live through her reloading turn, and come in for another run? You’re not missing out on much firepower by losing a 2 dice attack for a turn, and you can fly to minimise the damage you take and grab an evade token to make yourself as hard to hit as possible.

There’s a lot to like about Quinn, and I’m going to be putting her on the table as soon as the C-ROC is released.

Genesis Red

Finally we come to the real ace of the bunch, Genesis Red. PS 7 and an EPT gives him some meaningful options, and his pilot ability is pretty strong to boot.

After you acquire a target lock, assign focus and evade tokens to your ship until you have the same number of each token as the locked ship.

With both /x7 Defenders and Mindlink lists a prominent part of the game (even after the most recent FAQ), this allows you to hijack your opponent’s action economy and turn it to your own ends. Given the nature of Genesis’ ability, Pilot Skill is key, as he needs to be taking his action after at least some of your opponent’s ships have acted. As a result, I’m expecting to see Veteran Instincts more or less stapled to his pilot card, although he’s not a bad addition to a Mindlink list either.

If nothing else, Genesis Red with a Heavy Laser Cannon stands a good chance of getting fully modified four dice shots every time he fires. That’s nothing to be sniffed at, although it’s worth keeping in mind that it’s a minimum of 28 points you’re investing in a 3 hull, 1 shield ship to do that… Still, with the ability to reach PS 9, I’m fully expecting Genesis Red to become something of a go-to pocket ace for Scum, which is something they’ve not really had to date.

Upgrades

ARC Caster

The first of two “Rebel and Scum only” upgrade cards in the C-ROC pack, the ARC Caster is a short range cannon of indiscriminate firepower, coming in with a cheap 2 point price tag. It’s also the first Dual card secondary weapon we’ve seen in the game, although I’m sure it won’t be the last.

Attack 4, Range 1

Side A:
Attack: Attack 1 ship. If this attack hits, you mush choose 1 other ship at Range 1 of the defender to suffer 1 damage. Then flip this card.

Side B:
(Recharging) At the start of the Combat phase, you may receive a weapons disabled token to flip this card.

So, you get a relatively beefy attack at range 1, and get to splash damage onto another ship. Note, that other ship can be the one firing the ARC Caster if there’s nothing else at Range 1 of the defender, so be a bit careful about when you’re firing it…

While it doesn’t explicitly say it, this is more or less an M-3A only card. All of the other ships that can take this upgrade, with the exception of the YT-2400, have a 3 dice primary attack, giving them 4 dice at range 1 anyway. It’s a nice short range damage spike for a Heavy Scyk if you’re trying to build one on a budget, but the risk of dealing damage to yourself isn’t to be ignored given the M-3A’s fragile frame.

I love the idea behind this upgrade, and the recharge mechanic is a neat one I hope to see more of in future, but I can’t seen the ARC Caster getting any competitive play. The benefits are too small, and two points more gets you a Mangler Cannon with Range 1-3 firepower and no risk of damaging yourself. That said, a couple of these in a list would be deeply worrying for any list with Biggs or Manaroo in it…
Pulsed Ray Shield

The second of the “Rebel and Scum only” upgrades, the Pulsed Ray Shield opens up shield regeneration to a range of ships, but at a cost.

During the End phase, you may receive 1 ion token to recover 1 shield (up to your shield value). You equip this card only if your shield value is “1”.

Regen for 2 points is pretty strong, but the ion token is a high price to pay. Under a lot of circumstances, you’re not going to be getting a shot the round you’re ioned, and you’re flagging it far enough in advance for your opponent to fully capitalise on it.

However, it does give a bit of extra durability to a few ships that could use it. The HWK-290, Khiraxz, M-3A, and StarViper are the only eligible candiates for this as things stand. Of those, the StarViper will almost always prefer to take Autothrusters (same slot, same price, better effect in my opinion). However, it effectively adds a (very obvious) 1 straight to the dial of the Khiraxz and M-3A, and there’s a decent number of occasions when a HWK with a turret won’t mind just drifting forwards. It combines particularly well with a ship equipped with the ARC Caster or with Quinn Jast’s ability, as both of them will be taking a turn out from shooting.

I don’t think we’ll see too much of this in competitive play, but it adds some options to some ships that could use a bit of help, and may mess with your opponent’s targeting priorities if your ships start popping on shield again. I’m interested to give it some table time and see how it works out.

Final Thoughts

There’s some really nice stuff in here.  The new M-3A pilots give a real boost to the ship, and I’ve bought a third M-3A in preparation for getting a fourth with the C-ROC so I can throw down some Scyk aces.  Sunny, Quinn, and Genesis Red all seem like they have some competitive potential, and even Inaldra, for all that her ability feels lacking, is still a supremely cheap way of getting an extra EPT slot into a list.

I’m less certain about the ARC Caster and Pulsed Ray Shield, although I think the Ray Shield has some potential uses.  And I’m sure someone will find a trick or two to do with the ARC Caster en mass…

[X-Wing] Wave 11 Announced!

After a sneaky preview at the GAMA Trade Show, we’ve got the official announcement for Wave 11 of X-Wing in the Independent Operations article.  We’ve got three new ships, only one of which I had predicted ahead of the Wave’s announcement.

The Ships

Auzituck Gunship

On the surface, this doesn’t look like anything new for the Rebels. The ARC and B-Wing both occupy a similar 1 Agility, 8-9 health bracket, with (effectively) a 3 dice primary weapon. However, the Gunship brings a couple of new things that significantly effect its role – a 180 degree forward firing arc thanks to its auxiliary arcs, and the Reinforce action.

The Reinforce action is a slightly modified version of the Epic action of the same name. Rather than being focused around the fore and aft sections of a huge ship, the small/large ship version is based on the attacker being inside or outside of your firing arc. Shots coming from within the reinforced section give you an added evade result, which combined with the auxiliary firing arcs gives the Auiztuck a big boost in durability. Being able to potentially negate a damage from every shot before you roll to defend helps those hull and shields go a lot further!

The Auzituck is light on upgrade slots, with just two Crew slots. There’s a wide range of Rebel crew who might be of use here (Rey for starters, so you can have both a focus and Reinforce token on a turn), but the Wookiee Commandos are an interesting option. While it’s not a fantastic effect, it’s 1 point to be able to Reinforce every turn and still have some offensive dice modification. Not too shabby for a 25 point package with a 180 degree firing arc.

Based on the auxiliary firing arcs, points cost, and strong statline, I’m assuming that the Auzituck is going to have a comparatively unforgiving dial. I’d question if it’s going to even have a K-turn/S-loop/T-roll on the dial, as otherwise it will be comparatively trivial to keep things in arc.

Scurrg H-6 Bomber

A beefy “large” small ship for Scum, the Scurrg has 3 Attack, 1 Agility, 5 Hull, and an impressive 5 Shields. It’s laden with upgrade slots as well, able to pack a Turret, Torpedo, Missile, Crew, and two Bombs. With the PS 1 generic coming in at 24 points, it’s looking like a competitively price ship.

Pilot-wise, there’s the PS 1 Karthakk Pirate, a PS 3 generic with an EPT, a PS 6 unique pilot, and two versions of Captain Nym at PS 8. Yes, two versions of Nym, one Scum and one Rebel, making this the first dual faction ship expansion we’ve seen. No clues on costs or pilot abilities for any of these as yet, but I’m excited that we’ve seen a start being made on the dual faction concept outside of Most Wanted.

It’s also worth discussing the Havoc title at this point. Nym’s signature ship, the Havoc title replaces the Crew slot with System and Salvaged Astromech slots, giving it even more options. (Although it’s worth noting that you can’t equip non-unique Salvaged Astromechs to the Havoc, to prevent any shenanigans with Unhinged Astromech and the 3 Tallon Roll that’s visible on the dial.)

With a Torpedo slot for Extra Munitions and two Bomb slots, Scum are finally getting the dedicated bomber they’ve been lacking. With no access to SLAM or Sabine, it won’t be able to do the massive area control and reliable damage the K-Wing is capable of, but the Bomblet Generator upgrade card (which I suspect will be a double Bomb upgrade, in keeping with the theme of some of the other upgrades we’ve seen from this wave) suggests the Scurrg may have some tricks of its own. And we don’t yet know what Cad Bane does as a crewmember, so there’s a possiblity he’ll help to boost Scum bombs and mines.

TIE Aggressor

A small base ship with 2 attack, 2 agility, 4 hull, and 1 shield statline and a turret and double missile upgrade slots, the Aggressor opens up some new options for the Imperials. The lack of any Imperial ship with a turret upgrade slot as felt like an oversight for a while, and the Aggressor comes with both a Twin Laser Turret and the new Synced Turret (more on that below).

The Aggressor gets two generics, the PS 2 Sienar Specialist for 17 points, and the Onyx Squadron (something) at PS 5. I’m hoping we’ll see an EPT slot on the Onyx Squadron. There’s also two named unique pilots, the PS 4 “Double Edge” and the PS 7 Lieutenant (something), although the card fan doesn’t give us any details about what their abilities.

So, 25 points gets a Sienar Specialist with a Twin Laser Turret and Lightened Frame – not bad at all for a TLT platform that’s got a native barrel roll action to help with range control and three defence dice against most attacks. I think the Syndicate Thug or Four HWKsmen builds will probably remain the stronger quad TLT lists in general, although this does at least give the Imperials a TLT option of their own. I suspect we’ll see this build as a cheap wingman to go alongside more expensive ships.

There’s a few new upgrades in the pack as well (two of which are covered below), including the intriguing looking “Intensity” EPT. This double-sided EPT is only shown on its “Exhausted” side in the card fan, but it’s nice to see the Dual Upgrade Card mechanic getting more use.

Upgrades

Synced Turret

A new entry to the Turret slot, the Synced Turret offers a Range 1-2 3 dice attack for 4 points, but has the Attack (Target Lock) header. However, it’s worth noting that you don’t need to spend the target lock to fire, so if you can stay on the same target for several turns in a row this becomes less of an issue. And as an added bonus, the Synced Turret lets you reroll a number of dice equal to your primary weapon value when attacking a target inside your primary firing arc.

This is clearly a replacement for the persistently underwhelming Blaster Turret, and may offer something to consider instead of the Twin Laser Turret. A BTL-A4 Y-Wing with this can chew through a low agility ship like a Decimator or Ghost pretty rapidly – doubly so when combined with the R4 Agromech, giving you dice modification on both shots and a target lock to persist into the next turn. As it’s got the Attack (Target Lock) header, it’s also a way to shoot around Bigg’s ability, if you’re so inclined.

This isn’t going to be a meta-defining upgrade, but it’s a solid middle-priced turret that does something new and rewards you for taking your shots in arc.

Unguided Rockets

Already the source of much confusion, the Unguided Rockets are a double Missile slot upgrade that gives a Range 1-3 3 dice attack with the Attack (Focus) header. There’s several important points to note about Unguided Rockets that make them an interesting prospect.

– The double Missile slot limits them to the TIE Aggressor, TIE Bomber, and TIE Punisher. (Having two Missile slots on a ship is rarer than I thought.)
– You don’t need to discard this card to use it.
– You don’t need to spend your focus token to attack, just have a focus.
– The only modification that can be made to the attack is spending a focus token for its standard effect.

This gives you something that’s effectively a 2 point cannon you can put on a small assortment of TIEs. As a secondary weapon, it also denies range modifiers, making it very effective at Range 3. The lack of modifiers other than focus stops target locks, Guidance Chips, Sensor Jammers, and a range of other effects from modifying the dice.

This transforms the offensive output of the Bomber and Punisher (and theoretically the Aggressor as well, but I think we’ll see that with a turret far more often) – it’s just 20 points for a Scimitar Squadron pilot with Unguided Rockets and Lightweight Frame, giving you something close to a 3/3/6/0 statline for less than the basic X-Wing. Alternatively, a Cutlass Squadron Punisher with Unguided Rockets, Lightweight Frame, and Advanced Sensors is 28 points for a 3/2/6/3 statline that can almost guarantee getting its focus action every turn. Not too shabby.

This is a really neat bit of design that gives a somewhat needed boost to both the TIE Bomber and Punisher. I’m not sure it’s enough to make the Punisher meaningfully competitive, but it’s certainly a step in the right direction…

Wookiee Commandos

While not strictly previewed in this article, the Wookiee Commandos are clearly visible in the Auzituck’s card fan. Costing 1 point and taking two Crew slots, they let you reroll your focus results when attacking.

So, this is the opposite extreme to how the double slot for Palpatine was used. Palpatine came with a hefty points cost, restrictive double slot, and a very powerful ability. The Wookie Commandos have a not particularly powerful ability, and are kept cheap by coming with a double Crew requirement. We’re basically only going to see these on the Auzituck, and mostly on the Kashyyyk Defender generic where they they give you a small modicum of offensive dice modification to go with your Reinforce token. Not much more to say really…

A Wave to make the B-Wing sad

I’m big fan of what we’ve seen of Wave 11 so far – some fun new ships, and a dip back into Legends territory – but one thought did cross my mind. Both the Auzituck and Scurrg feel like they’re in similar design space to the B-Wing (and to a lesser extent the G-1A), but do a lot more for only marginally more points.

The Auzituck crewed by some Wookie Commandos hits almost as hard as a FCS B-Wing while having a Reinforce token, one extra hit point overall, and a 180 arc, making it significantly more durable and harder to arc dodge. At 25 points for that package, it’s only 3 points more than a Blue Squadron B-Wing.

The PS 1 Scurrg has an impressively tough statline (5 hull, 5 shields), two hull more than a Blue Squadron B, and is only 2 points more at 24. It loses out on a point of PS, but the drop to PS 1 may even improve it as a bomber or blocker. We can see there’s a 3 Talon Roll on the dial, making it able to flip its facing around in a single turn.

It’s difficult to see how the B-Wing can compete with either the Auzituck or Scurrg as things stand. We’ve not seen the full dial for either ship, or a lot of the upgrades or pilot abilities they have, but the dial would have to be extremely limited to make up the difference.

This said, the B-Wing isn’t really a competitive ship as things stand. While the Wave 11 ships may run the risk of notably outclassing the B-Wing or G-1A, FFG shouldn’t be designing new ships shackled by the lowest points on the power curve. Rather, new ships should be able to fit comfortably alongside what’s currently getting play, and those older or otherwise lacking ships be given a helping hand to bring them up to speed.

Wave 10 – The last few cards

With the first copies of the Wave 10 expansions making their way into the hands of X-Wing players in the US, we’ve now got pictures of the remaining cards from the Wave. There’s only one or two things remaining from each expansion, but some significant information none the less.

This is going to be a picture-free post unfortunately, but images of all of the Wave 10 cards can be found here: https://www.facebook.com/flycasualbatreps/posts/733338660175171

Sabine’s TIE Fighter

“Zeb” Orrelios

Coming in at PS 3 with the same ability as his Attack Shuttle version, at 13 points Zeb makes for decent Rebel filler. His pilot ability is a lot more useful on the TIE Fighter than the Attack Shuttle, dealing with one of its biggest weaknesses, namely the Direct Hit card. “When defending, you may cancel (crit) results before (hit) results.”

He’s going to be a very viable alternative to a cheap Z-95 even with no upgrades, and in a pinch you can throw the Sabine’s Masterpiece title and something like a Dead Man’s Switch or Black Market Slicer Tools on there to make it a bit more of a thorn in your opponent’s side. Keep him cheap and cheerful, and thanks to his 3 Agility, Evade action and ability to cancel crits first, potentially stick around being an irritation for far longer than your opponent expects.

Upsilon-class Shuttle

The Dial

upsilon
Image nabbed from the Facebook post linked at the top of this blog post.

This was always going to be the make or break thing about the Upsilon, and I’m pleased it’s come out as being essentially as good as we could have hoped given the price point of the ship. Having access to all of the turns is a big deal, even if the 1s and 3s are red, and having a white 2 turn puts it worlds ahead of the Lambda. There’s a red 0 stop as we’ve all predicted, and no K-turn/S-loop/T-roll also as predicted.

The only real downside is that the only green banks are speed 2, which covers a lot of ground on a large base that needs to keep things in its front arc, but that’s not too bad. Combined with the System and Tech slots, there’s a few tricks for dealing with stress (Electronic Baffles, Pattern Analyser) or keeping your action economy going while stressed (Fire Control System).

All told, it’s going to be a very different beast to the Lambda, and much more capable of meaningfully contributing to the fight. Expect to see it in much more of a support gunship role rather than the Palpmobile archetype.

Quadjumper

BoShek

The card Paul Heaver designed from his Worlds 2015 win, this has quite a lot of unusual elements. First of all, it’s a unique crew card that isn’t faction restricted, a first for the game. Secondly, it can force an opponent’s dial to be changed after it’s been set, another first and something that challenges the assumption that you can always rely on getting to do the move you want.

At 2 points, BoShek comes with the following ability. “When a ship you are touching activates, you may look at its chosen maneuver. If you do, its owner must rotate the dial to an adjacent maneuver. The ship can reveal and execute that maneuver even while stressed.”

It’s worth noting that this applies to friendly ships as well, so you can ram one of your own ships to force a dial change if you find yourself in a situation where that’s desireable. Given how this ability works, it wants to be on a low PS ship with a crew slot that doesn’t mind colliding with things. The Rebel TIE or U-Wing, TIE Shuttle Bomber, or the Quadjumper are the immediate fits for this, possibly alongside Autoblaster or Dorsal Turret HWKs.

I think it’s a card with a lot of potential, but one that will require a decent amount of skill to make the most of. In particular, it’s a good counter to TIE Defenders, pushing their 4 K-turn to a 4 or 5 forwards instead.

Sarco Plank

The remaining Quadjumper pilot comes in at PS 5, with an EPT and unusual pilot ability for 18 points. “When defending, instead of using your agility value, you may roll a number of defense dice equal to the speed of the maneuver you executed this round.”

My gut instinct is that Sarco’s ability isn’t going to see much just, with the Quadjumper’s dial being so focued around speed 1 and 2 moves. However, it does give him some insurance againt anything that might alter his agility, be it Outmaneuver, the Structural Damage crit, Tractor tokens, Wedge’s pilot ability, or Tail Gunner. There’s enough things in the game at this point that hit Agility that this may get more than just corner case use. And in a pinch you could even throw Expose on Sarco, although I’m not sure it’s worth the points investment…

Even ignoring his pilot ability, Sarco has use as a PS 5 Quadjumper with an EPT slot. PS 5 puts him at the same Pilot Skill as a lot of Scum generics with EPTs, and Palob or Kaa’to Leachasos. There’s some potential synergy there, even just as another cheap way of getting another Mindlink carrying ship into a list.

U-Wing

Bistan

Cool guys don’t look at explosions, as the illustration of Bistan aptly shows. The last of the Rogue One Rebel crew from the U-Wing, Bistan helps make things go BOOM. “When attacking at Range 1-2, you may change 1 of your (hit) results into a (crit) result.”

This isn’t a spectacular ability, but decent enough to see use. There’s always going to be times you want to push a crit onto someone, and Bistan helps with that. It’s also another way of enabling crits for Ten Numb via the B-Wing E/2 title. I’m not 100% that he’s worth 2 points for his ability, but he’s half the price of a Mangler cannon for most of the effect. Time will tell how much use that actually is.

Expertise

I’m calling this now as the card of the wave. Expertise, which really expensive for an EPT at 4 points, has one heck of an effect. “When attacking, if you are not stressed, you may change all of your (focus) results to (hit) results.”

Essentially, it’s a permanent offensive focus for every attack you make during a round, as long as you’re not stressed. That’s huge for anything that can attack multiple times per round, and pretty solid even for things that can’t as it’s a garuntee of having some modification on your attack even if you bump or otherwise lose your action. While you’re locked into a specific type of dice modification, unlike Push the Limit it doesn’t leave you stressed and so effectively close off a significant portion of any ship’s dial in the process.

I need to play around with some builds, but I think this is a card we’ll see a lot of going foward, and may even be enough to bring stress control back to the game in a serious way.

TIE Striker

Scarif Defender and Black Squadron Scout

Last of all we’ve got the two remaining pilots for the TIE Striker. Both are generics, with the Scarif Defender coming in at PS 3 and 18 points, and the Black Squadron Scout arriving at PS 4 and an EPT slot for 20 points.

The Scarif Defender seems fairly priced for what you get – stick Lightweight Frame on one, and you’ve got a decent 20 point ship overall. The same sadly cannot be said of the Black Squadron Scout. The two point jump to 20 points is a break from TIE tradition (see the TIE Bomber, Interceptor, Fighter, and /fo) for stepping up to the EPT variant, and specifically stops you from flying five Black Squadron Scouts with Crack Shot. Perhaps this proved massively powerful in playtesting or something, but it seems like a point overcosted to me.

As a brief aside, this is part of a general trend that’s been happening over the course of the last few years with generic ships not really being priced competitively with named unique pilots. (The stats from Worlds 2016 speak for themselves on this front, with barely any generic ships making it to the top 16, and none at all once you rule out the Lambda shuttle, x7 Defender, or TLT Y-Wing.) Fundamentally, generic pilots need to be cheap enough to be flown in numbers or at the very least be cheap enough to make upgrading to a named pilot something you need to think hard about.

So, something of a mixed bag on the TIE Striker front, and a factor that’s probably going to limit the maximum number of Strikers we see in a single squad. If you’ve ordered five of them, it might be time to consider trimming that order down by one or two ships…

Final Thoughts

There’s no massive surprises or upsets here, but there are a few stand-out items. Expertise is the first 4 point EPT we’ve seen that’s really worth the points, and is something I think we’re going to see a lot of once people get to grips with just how good it is. The Upsilon’s dial gives it a lot of potential, and makes that threatening 4 dice primary weapon really very usable.

The only real let-down is the pricing on the Black Squadron Scout TIE Striker, but given how good most of the other pilots I don’t think that’s going to stop the Striker from being a resular feature of Imperial lists going forward. And to be fair, the Black Squadron Scout with Predator, Lightweight Frame, and the title will be a hard-hitting, relatively hard to hit, and very mobile ship for 25 points.

Overall, Wave 10 brings some fresh ideas and very solid design to X-Wing, and I’m hyped for it to arrive at some point in January (as sadly it’s been delayed for UK release). I’m already planning out my first tournament lists…

TIE Striker – Preview Thoughts

The last of the Wave 10 previews came out last Monday, covering the second of the Rogue One ships, the TIE Striker. Designed for both atmospheric and space combat, the TIE Striker is a hard-hitting dogfighter with a unique flight pattern.

The Dial

At first glance, the dial seems quite slow for a TIE – green 1, 2, and 3 forward, green 1 banks, white 1 and 2 turns and 2 and 3 banks, and a 2 K-turn and pair of 2 S-loops. It’s nimble enough, can shed stress OK, and has some knife fighting turns and turn around options for close range dogfighting. Having the full range of 1 speed moves makes it able to control range well, or turn on a dime.

However, it’s impossible to get the full picture without looking at the Adaptive Ailerons title, which fundamentally changes how the TIE Striker flies when it’s equipped.

Upgrades

Adaptive Ailerons

The TIE Striker only title, Adaptive Ailerons gives this ship a real turn of speed. Immediately before you reveal your dial, if you’re not stressed you must perform a 1 forward or bank. Note the word “must” in there.

This is going to give the TIE Striker a fast and potentially unpredictable flight path, but also make it challenging to fly as you’ll need to essentially plan two maneuvers each turn for each Striker you have. That’s going to take some thought if you’ve got a swarm of them in play… Importantly, bumping with this pre-dial maneuver has been specifically clarified by one of the game designers to no cause you to lose your actions, so you can bump then fly past another ship without losing out.

Even going at its slowest speed, a TIE Striker with Adaptive Ailerons attached has an effective minimum speed of 3. This probably means it will pair well with TIE Defenders or Interceptors, both of which want to speed around the board in general. Alternatively, it’ll do well burning down a side of the board to act as a distracting flanking force. At higher Pilot Skills, this level of reactive movement could push the ship towards being a budget TIE Phantom, although without some of that ship’s tricks.

Interestingly, this is the first of the 0 point titles that we’ve seen a few of recently where there’s cases to be made for both equipping it or not. The Striker will fly very differently with or without it, and probably fulfill different roles as a result. It’s a very neat bit of design all told, and something I’m keen to try out.

Lightweight Frame

A TIE only modification, Lightweight Frame gives you a bonus defence dice if your opponent is rolling more attack dice than you. This is a big deal for all Agility 2 or lower TIEs, although there’s a couple of notably winners.

Both the TIE Striker and TIE/sf Fighter benefit from this a lot, with neither having a “must take” modification as part of their standard builds, and both of them being pushed up to three defence dice against most attacks. That’s a notable buff to survivability, and well worth the 2 point cost. I’ve tested it out of the TIE/sf already, and it really does fundamentally change the survivability of that ship – it’s not in /x7 Defender territory by any stretch of the imagination, but still really quite tanky.

The other low Agility TIEs are much more of a mixed bag. For the most part, the TIE Bomber and Punisher both want to take Guidance Chips or Long-Range Scanners to maximise their ordnance, and the named Phantoms want Advanced Cloaking Device or in a pinch Stygium Particle Accelerator. This is a real shame for the TIE Punisher in particular, which desperately needs something to improve it – as the only ship not taken at all at the last Worlds, it’s clearly in a bad state.

There’s a bit more potential on the TIE Bomber with the TIE Shuttle title however – it doesn’t care about Guidance Chips, and doesn’t usually need Long-Range Scanners, but the extra defence dice can help it live longer as a support or control crewed ship. 23 points gets you a Scimitar Squadron TIE Shuttle with Lightweight Frame, Tactician, and Rebel Captive, for a very annoying and surprisingly durable bit of stress control. Similarly, the Phantom can build a potentially potent blocker from a Sigma Squadron with Enhanced Scopes, Intelligence Agent and Lightweight Frame. At 29 points, it’s not cheap, but has effectively a 4/3/2/2 statline and a lot of unpredictability.

When it works well, Lightweight Frame is well worth the points. The TIE/sf, Striker, and TIE Shuttle Bombers will all get a lot out of this, and 2 points for what is essentially an extra point of Agility under a lot of circumstances is a good deal. It sadly doesn’t do anything to help Imperial ordnance carriers, but hopefully the Punisher will get something at some point in the future…

Swarm Leader

Rounding out the upgrades from this pack, the Swarm Leader Elite Pilot Talent is a fascinating bit of design, allowing you to turn defence across your squad into offence for one ship. When performing a primary weapon attack, choose up to 2 other friendly ships that have the defender inside their firing arcs at Range 1-3. Remove 1 evade token from each chosen ship to roll 1 additional attack die for each token removed.

So, if you can set everything up right, you can burn off two evade tokens from your ships to add in two red dice to your roll. This is limited to primary weapons only, but it still gives some strong alpha-strike potential. Extra attack dice are always good to have, and are something the game designers clearly value highly. (Judging by the points and opportunity costs of things like Expose and Jan Ors.) However, it’s a unique upgrade (so paints a target on the ship with it), it’s somewhat expensive at 3 points, and reliant on you having at least one other ship on the board that can afford to take an evade action at no direct benefit to itself. That’s quite a few caveats.

But my gut instinct is that it’ll be worth it for some specific builds. Swarm Leader /x7 Vessery fits neatly alongside Push the Limit Ryad and an /x7 Delta to give Vessery a hefty opening punch while still leaving your other ships with some defensive dice modification. Likewise, a similar Vessery Swarm Leader build can drop into a list alongside two Omega Squadron TIE/fos with Crackshot and Omega Leader with the usual trimmings with 2 points to spare. You’ll note that I’m mostly looking at Defenders here, as you really need something that can live through a couple of turns of shooting to get the most out of this upgrade. I’ve seen a few people suggesting running it on Omega Ace, for piles of crits, but that’s going to take a lot of setup and synergy on what’s fundamentally still quite a fragile ship.

I’m not sure I’ve got got a good Rebel build using it in mind as yet, but there’s at least one Scum possibility. Three Cartel Spacers with Heavy Laser Cannons fit exactly alongside Zuckuss with Swarm Leader. You’ll get a likely one shot off with Zuckuss before he’s focused down by your opponent, but it’ll be a heck of a lot of fun…

I’m tentatively interested to see what this can do upgrade can do, but I think it’s firmly in the category of things you need to build a list around. My instincts says this isn’t going to be top tier competitive, although I’m going to be keeping an eye on those /x7 Defender builds.

Pilots

Like several other Imperial ships (and the Fang), the TIE Striker comes with three generic pilots. We’ve only had one of those revealed so far, although we can make some reasonable assumptions about the others based on that.

Imperial Trainee

The baseline Pilot Skill 1 generic, for 17 points the Imperial Trainee brings 3 Attack, 2 Agility, 4 Hull, and 0 Shields. That’s a decent statline for the points cost (with that 3 Attack probably why it’s a point more than a Scimitar Squadron Bomber), and has some potential as a hard-hitting filler or mini-swarm ship for the Imperials.

The Adaptive Ailerons title and the barrel roll action also gives this ship a lot of blocking potential at PS 1. It can throw itself into some unexpected places, or just cover a lot of ground to set itself up for the following turn. There may also be an argument for flying it without Adaptive Ailerons as a cheap and cheerful gunship that doesn’t require quite so much mental energy to fly!

Overall, it’s a well costed entry point to this ship that can fulfill a couple of roles at that cheap price point. Two thumbs up.

To engage in a bit of speculation, there’s a good chance that the PS 3 will be 18 points, and the PS 4 19 points with an EPT slot, given the points cost of the first named Striker pilot on the list after that…

“Countdown”

In at PS 5 and 20 points, Countdown comes with a pilot ability that make him difficult to take down. When defending, if you are not stressed, during the “Compare Results” step you may suffer 1 damage to cancel all dice results. If you do, receive 1 stress token.

This means you can potentially weather a lot of firepower with Countdown, although only for a limited time. The stress requirement means that taking multiple shots in a turn will be bad for Countdown, as will massed low damage shots like TLTs or swarms. A defensive upgrade of some description seems sound, with both Lightweight Frame and Stealth Device making a lot of sense. Since you’re cancelling all dice results with Countdown’s pilot ability, you’re not being hit by any attack that he counters with it, so that Stealth Device could stick around for a while.

With no EPT and some limits on the pilot ability, I don’t think we’re doing to see much of Countdown in a competitive environment, although I think there’s enough tricks there for him to see a bit of play. If nothing else, alpha strike lists will not be at all keen on him!

“Pure Sabacc”

Like Countdown, Pure Sabacc is another Striker pilot with a “limited time” ability, although one with a very different focus. When attacking, if you have 1 or fewer Damage cards, roll 1 additional attack dice. In at PS 6 with an EPT slot, Pure Sabacc will set you back 22 points.

I’ve got some mixed feelings about this pilot. The extra attack dice is a strong thing to have access to, but as soon as you’ve taken two or more damage you lose it. With a middling PS of 6, there’s a decent chance that he’ll take quite a lot of fire before he gets to shoot, potentially stopping you from using the ability at all. So really you need to build Pure Sabacc to maximise your pilot skill and minimise damage taken.

Pure Sabacc with Veteran Instincts and Lightweight Frame is 25 points, and at PS 8 with an extra defence dice against most shots coming his way, he should be able to get at least one turn of firing in before losing his pilot ability. That’s not a lot of points to be paying for something with this kind of punch. Alternatively, put him in a list alongside something even more threatening like Quickdraw with Rage and Baffles, or Crack Shot Tomax Bren, and give your opponents some hard choices to make about target priority. Or, if you’re really committed to the alpha strike concept, why not both?

“Duchess”

Finally, Duchess rounds out the TIE Striker pilots. At PS 8 for 23 points, she’s a first for X-Wing – a pilot ability that allows you to ignore one of your own upgrades. While you have the “Adaptive Ailerons” Upgrade card equipped, you may choose to ignore its card ability.

This gives Duchess a huge amount of unpredictability for your opponent, and a massive amount of flexibility for you. When I suggested that the TIE Striker with Adaptive Ailerons was almost a budget TIE Phantom, this is what I meant – Duchess with Veteran Instincts and Lightweight Frame clocks in at 26 points for a ship that flies almost like a PS 10 pre-nerf Echo. That’s quite the bargain!

I think Duchess is very rapidly going to become the go-to Imperial “pocket ace”. Her pilot ability makes her incredibly slippery and difficult to block, and she can arc-dodge with the best of Imperial pilots. She’s more fragile than most true aces, but for the points you pay for her that only seems fair. Expect to see Duchess coming to a table near you soon, and a possible resurgence in stress control as a result…

Final Thoughts

The TIE Striker seemed rather underwhelming at first glace when it was originally announced, but the combination of point costs, upgrades, and pilot abilities makes it possibly the most exciting ship of the Wave – and Wave 10 has got a lot to be excited about. I think this is a real addition to the Imperial fleet in terms of competitive play, in terms of both opening up the swarm archetype and giving the Imperials some more budget aces. Looking at specific upgrades, Lightweight Frame has implications well beyond just the TIE Striker.

All told, this is a bit of a game changing expansion pack, and has me hyped for its release in a week or two’s time alongside the U-Wing.

U-Wing – Preview Thoughts

Last Monday gave us a preview for the first of the two new ships added to Star Wars canon by Rogue One.  The U-Wing is a troop transport and gunship that brings some firepower and new faces to the Rebel Alliance.

The Dial

The U-wing has been cited as the Rebel equivalent to the Imperial’s Lambda Shuttle, but its dial is a big step up from the Lambda. With white 2 turns, green straights and banks at speeds 1 and 2, and a white 4 forwards, it’s a much faster and more mobile ship. Like the Lambda Shuttle and YV-666, the U-Wing has a red 0 stop move on its dial, allowing it to come to a halt in the otherwise constantly moving gameplay that is X-Wing. There’s no K-turn, S-loop, or Talon Roll on the dial, but thanks to the Pivot Wing title it’s got a trick up its sleeve. (See below.)

It is still a large base ship, so it’s not going to be competing with most snubfighters for the ability to dodge through a dense asteroid field or turn on a dime, but overall the dial compares pretty darn favourably to other comparible ships, and that’s before we get to the U-Wing’s party trick…

Title – Pivot Wing

The second dual upgrade card in the game, Pivot Wing makes the most of the mechanic by allowing you to flip the card in play. (Adaptability was a great addition to the game, but didn’t feel like it really did much with the new design space created by a double-sided card.) This isn’t a new reveal, having been included in the original announcment article for the Rogue One ships, but it’s certainly something that needs to be discussed in any discussion about the U-Wing.

The card is likely to default to the “Pivot Wing – Attack” side, boosting the U-Wing’s agility to 2, giving it a quite impressive stat line for its points cost as effectively a B-Wing with an extra point of Agility and a somewhat worse dial. After you execute a maneuver, you can flip this card to its other side.

The “Pivot Wing – Landing” side doesn’t have the Agility boost, but does allow you to flip 180 degrees when you reveal a 0 stop. An effective 0 K-turn is a first for X-Wing, and having the choice to do it when you reveal the dial means you can react to a changing situation if a lower PS enemy ship doesn’t go quite where you were expecting. The downside is that you are flagging your intention by flipping to the Landing side of the title, which can let your opponent dodge out of your arc more easily, but equally it potentially opens up some interesting bluffs. As with the Landing side, you can flip this card after you execute a naneuver.

The Pivot Wing title combines with the dial to make the U-Wing a much more mobile ship than the Lambda Shuttle, and able to bring itself back into the fight far more quickly. The extra point of Agility from the Attack side of the title certainly doesn’t hurt either, making the U-Wing slightly more durable than a B-Wing, no bad thing in the current meta.

Crew

There’s quite a few upgrades in the U-Wing pack, but several of them are reprints of existing upgrades (Flechette Torpedoes, Sensor Jammer, Stealth Device). There’s also a new EPT that hasn’t been revealed, and a new crew member. What this preview does give us however is a wealth of new crew options for the Rebel Alliance.

Baze Malbus

Clocking in at 3 points, if you perform an attack that doesn’t hit, Baze lets you perform a primary weapon attack against a different ship. He’s effectively a budget Gunner where you can’t attack the same ship with your secondary attack.

I’m going to be honest, Baze seems like a pretty underwhelming upgrade. For two points more, Gunner gives you more utility, particularly in terms of forcing your target to spend their defensive tokens on the first shot so you can then hit them with the second. It might have some use combined with R3-A2 on an ARC, or with Tactican on the U-Wing or another two crew slot ship to dish stress around multiple targets, but you don’t get the option to double stress a single target. You can combine it with Captain Rex for a focus token on the second shot, but I’m not sure that’s much better than the unrestricted second shot from Gunner. Overall, it feels like you’d be better off freeing up the points of get the strictly superior Gunner rather than compromsising by taking Baze.

I’m hoping that there’s some utility to Baze I haven’t spotted yet, but for the time being my instinct is he’s not going to make it out of the card folder much…

Bodhi Rook

When you acquire a target lock, you can lock onto an enemy ship at Range 1-3 of any friendly ship. At just 1 point, Bodhi has a neat if slightly niche ability in his crew version.

I’m eying Bodhi up for a seat on a missile or torpedo carrying K-Wing, giving you some of the utility of Long-Range Scanners without the Range 1-2 target lock blind spot and still letting you take Guidance Chips. He combines well with both Heroes of the Resistance Han Solo (who can deploy deep into your opponent’s side of the board), or with the Captured TIE version of Sabine’s TIE, which can race forwards with very little risk of being shot at.

It’s not a crew member I expect to see getting a huge amount of competative use, but Bodhi has a decent amount of utility at a cheap points cost. I’m going to try him out as soon as Wave 10 hits the tables.

Cassian Andor

Previewed in the first announcement article for the Rogue One additions to Wave 10, Cassian Andor has been discussed for a while, but he’s still one of the things I’m most excited about in this wave. Working as a suped up version of the Intelligence Agent, Cassian lets you guess aloud a maneuver on an enemy ship at Range 1-2’s dial, then look at that ship’s dial. If you guessed right, you can change the dial of the ship that Cassian is on to a new maneuver if you choose. Cassian comes in at 2 points, a point more than the standard Intelligence Agent, but brings a lot more with him for that extra point.

Importantly, you don’t want to guess the manuever you think your opponent’s going to do. Plan your dial with that in mind, then guess what you think the second most likely option is. If your original plan was right, you shouldn’t need to change anything, but if your guess at their second choice of move was correct then you can adapt accordingly. This allows you to cover a lot of bases, and makes whatever ship Cassian’s on very effective blocker. I’m not expecting Cassian to be as popular as Sabine crew, but I think he could have a similar effect on Rebel blocking lists to what Sabine has brought to Rebel bombing.

Cassian’s decent on most ships, but particularly good on a K-Wing where he can make the most of the SLAM action. A Warden Squadron loaded with Cassian, Advanced SLAM, and some mines can create a maze of potential bomb token locations for your opponment to navigate.

All told, I’m expecting Cassian to get a decent amount of use by Rebel players, and a decent amount of hate from anyone flying against him…

Inspiring Recruit

The only crew card from the U-Wing expansion with the Rebel only faction restriction, the Imspiring Recruit can join up with Rebels, Imperials, or even Scum. Once per round, when a friendly ship at Range 1-2 removes a stress token, it may remove an additional stress token. Importantly, this isn’t “another friendly ship”, so it does work for the ship carrying the Inspiring Recruit as much as anyone else.

This crew member opens up a lot of interesting options for dealing with stress control lists, which are just starting to come back into the meta. (In equal parts thanks to the demise of the Contracted Scout, the ARC-170’s crew and astromech combination, and Asajj Ventress.) If you can drop two stress a round, the Stresshog Y-Wing trick of double stressing your ships becomes significantly less effective. Equally it potentially gives R3-A2 stress lists a chance to get rid of some of their usually rapidly building pile of stress, giving them more chance at taking actions and so more efficiently contributing to the fight.

It also allows ships to use stress-inducing upgrades more freely. Rage becomes a lot more tempting if you’ve got a reliable way of dropping two stress tokens a turn. (Although there’s very few ships that can take an EPT, crew, and attack more than once a round to make the most of this combination.) Inspiring Recruits conbines well with Kanan Jarrus, letting your ships drop large quantities of stress from almost their entire dial.

Inspiring Recruits might also have a place in Scum lists to mitigate the effects of Zuckuss. I don’t see it having much impact on Dengaroo, but it might find its place on a party bus YV-666, or on a support ship than can afford to fly close by like a HWK. Stress is always a concern for Mindlink lists as well, and having a bit of added insurance on that front might be handy.

My gut instinct is that this is an upgrade we’ll be seeing quite a lot of going forwards, and something that may create some new list building opportunities if you can make the most of it. If nothing else, it’s just 1 point and can potentially benefit multiple ships, making it a decent choice if you find you’ve got a crew slot going spare.

Jyn Erso

The main character from Rogue One, Jyn Erso brings hope to her comrades in arms when they’re in a tough spot. As an action, a ship with Jyn on board can assign a focus token to a friendly ship at Range 1-2 for each enemy ship inside its firing arc (up to a maximum of 3 focus tokens). Again, this is “a friendly ship”, so this covers the ship carrying Jyn as well as its allies.

At 2 points, Jyn is cheaper than a Recon Specialist, but will often be able to have at least as much effect. The ability to hand out focus tokens can hugely help ships in a tough spot stay alive, and it potentially synergises well with other Rebel pilot abilities like Poe Dameron, Jake Farrel, or Garven Dreis. Jyn also gets a bit of a boost from ships with additional firing arcs, making both the ARC-170 and VCX-100 good choices to put her on. Thane Kyrell in particular can make some very good use of her, as adding addition action options to him really helps to make the most of his pilot ability.

Jyn continues the theme of focus synergy being a big part of the Rebel’s identity in the game, and is a strong choice of crew for a support ship like the U-Wing. I’m fully expecting her to pop up in a few Rebel lists, and I’m really curious to try combining her with Jan Ors for as many token options as possible.

Pilots

Blue Squadron Pathfinder

Our standard single generic for a support ship, the Blue Squadron Pathfinder comes in at 23 points for Pilot Skill 2, 3 Attack, 1 Agility, 4 Shields, and 4 Hull. A point more expensive than the Blue Squadron B-Wing for an almost identical stat line, the Pathfinder has the advantage of the Pivot Wing title (effectively boosting its Agility to 2 for a decent amount of the game) and a strong selection of upgrade slots with a Sensor and two Crew slots.

This is by far the cheapest option for Rebels to get a double Crew slot ship, with the closest alternatives being the Lothal Rebel at 35 points or the Resistance Sympathizer at 38 points. (There is also the Outer Rim Smuggler at 27 points, but pretty much every analysis suggests that’s the weakest ship in the game, so it’s not really worth considering.) If you need to bring a selection of support crew as cheaply as possible, the U-Wing is the ship for you. And the Rebels have quite a few options on this front – in addition to the new crew that come with the U-Wing, there’s Jan Ors and Kanan Jarrus, or generic options like the Intelligence Agent. There’s also no shortage of crew to boost the Pathfinder’s own capabilities – 32 points gets you a Pathfinder with Gunner, Captain Rex, and a Fire Control System, for when you really need to push fully modified attack through on a hard to hit opponent. A Blue Squadron Pathfinder with Cassian Andor is potentailly a very annoying PS 2 large base blocker for only 25 points.

There’s one other member of crew worthy of a special mention in the context of the U-Wing – Sabine Wren. With a torpedo slot avaiable, you can outfit it with Extra Muntions, a bomb (thanks to Sabine), and potentially create some unique bombing opportunities with a 0 stop and 0 K-turn available to you. Add in Chopper, and as long as you don’t mind soaking up a bit of damage you can drop action mines when you stop or K-turn…

The Blue Squadron Pathfinder is a well-costed generic that brings something new to the Rebel fleet. I’m going to be making use of it, and it may well prove to be a competitively viable ship as a slight upgrade on the B-Wing.

Heff Tobber

At PS 3, Heff Tobber is just one point more than the Pathfinder, and comes with an interesting pilot ability. When an enemy ship overlaps Heff, Heff can take a free action.

Clearly he’s set up with being a blocker in mind, making Cassian Andor a strong crew choice. Zeb Orrelios is going to work with him as well, as he’ll let you set up a block while still being able to take a fully modified shot against the overlapping ship who’s likely to be fairly tokenless in return.

However, the U-Wing’s action bar is pretty sparse, only offering focus and target lock. The lack of repositional ability limits some of the tricks Heff can pull off, and sadly he’s lacking an EPT slot to open up some more options. (So no Expert Handling alas.) However, other action upgrades are worth looking at. Jyn Erso is a solid crew choice, allowing you to pass focus to other ships in your squadron while denying actions to your opponent if you can pull off a block. Seismic Torpedoes could also prove entertaining, giving your opponent even more to fear from the obstacles while potentially clearing your own path.

Overall, Heff’s probably worth the extra point if you want a dedicated ace blocker, although the extra point of PS is actually a hinderance to the blocking role against generics. Otherwise, the Pathfinder will probably be the go-to option if you’re wanting a cheap and cheerful U-Wing.

Bodhi Rook

Bodhi Rook moves up to PS 4, and costs a point more at 24 points. His pilot ability buffs all of the ships in your squadron, and has some interesting potential for ordnance-focused list. When a friendly ship acquires a target lock, that ship can lock onto an enemy ship at Range 1-3 of any friendly ship.

As with his crew version, he pairs well with HotR Han, or a Captured TIE, but the effect is magnified in Bodhi’s pilot version as it effects everyone in your list. This makes me lean more towards the Captured TIE, as it doesn’t eat up too many points – 19 points gets you VI Ahsoka Tano with Captured TIE, who can then race ahead to set up target lock opportunities for your ordnance carriers while not putting herself at much risk in the process.

Even if your list isn’t focused on missiles and torpedoes, Bodhi is still a useful background ability. If you’ve got a ship that’s out of the fight for a turn or two it can still do something useful with its action if any of your ships are in target lock range. It lets you set up future modification for attacks agaisnt nimble opponents who now need to stay out of target lock range of all of your ships. It’s not going to be a total game changer, but at only 2 points more than the generic Pathfinder I could see myself choosing Bodhi instead just for the added utility.

Cassian Andor

The final U-Wing pilot, Cassian Andor bumps up another 2 points to 27 points, but gets an Elite Pilot talent and a boost to PS 6 in return. He’s also got a strong pilot ability – at the start of the Activation phase you may remove 1 stress token from 1 other friendly ship at Range 1-2.  No picture of Cassian’s pilot card yet, as it’s not strictly speaking been spoiled, but it’s visible on the front of the fan of cards show in the picture of the expansion pack.

So Cassian comes with a better version of Wingman baked in, and all of the options that an EPT brings to the table. Veteran Instincts boost up him up to a solid PS 8. Expert Handling lets Cassian barrel roll, giving him the sizable displacement that a large base barrel roll produces. Even just Adrenaline Rush opens up some interesting options for him when combined with the 0 stop and Pivot Wing title.

On the crew front, Inspiring Recruit is a strong choice, pairing well with Cassian’s pilot ability to pull your ships out of a stressful situation. It doesn’t even have to target the same ship as Cassian’s ability, potentially letting you get two ships out of being double stressed in a turn if they’re both doing green moves. Likewise, Kanan Jarrus gives your ships more ways of ditching stress if you want to go all in on that front.

I’m confident that Cassian will see play. His pilot ability is useful for pretty much any list, and having access to an EPT opens up a lot of options for builds. 27 points is quite a high base point cost for a support ship, but Cassian brings enough with him to make that investment worthwhile.

Final Thoughts

The U-Wing brings a lot to the Rebels. The dial is notably more forgiving than I’d expected, and the Pivot Wing title makes it substantially more nimble than the equivalent ships from other factions. While I’ve talked a lot about the U-Wing’s potential as a support ship here (and it’s very strong on that front), there’s definate room for it to work as a gunship as well. With a marginally better stat line than a B-Wing at only a point more, and some interesting options thanks to the Crew slots, I could see a couple of Blue Squadron Pathfinders finding their way into lists as some durable heavy firepower.

My one reservation is the large base, which can make the ship trickier to fly and certainly harder to navigate through dense asteroid fields, but equally the large base notably increases the area it can cover in a blocking role. I’m keen to get at least one of these into play as soon as they’re released so I can try them out for real. In the meantime, I might just see if I can find some free time to fire up Vassal and take one out for a spin…

Quadjumper – Preview Thoughts

We had a bit of a gap in X-Wing news, and now I’m running a bit behind what’s been announced!  Today we’re taking a look at last week’s preview for the Quadjumper, a definite oddity of a ship.

The Dial

It’s impossible to discuss the Quadjumper without talking about the dial. It’s got a major first for X-Wing – the ability to fly backwards. Admittedly, these are red maneuvers, so you can’t easily do them turn after turn, but it fundamentally changes where this ship can go, and makes it difficult to predict, particularly in a close-quarters dogfight.

Outside of the three reverse moves, the rest of the dial has some interesting qualities. There’s no 0 stop move, which it was widely speculated to have, and in another first for X-Wing has a 1 forward and turn, but no 1 bank. This gives a slightly odd movement profile at low speeds, but on the whole I’m inclined to think that the 1 turn is worth giving up the bank for.

It’s got a limited quantity of greens (the 2 forward and banks, and the 3 forward), meaning that it’ll take a little bit of thought to clear the stress from reversing, and the dial caps out at speed 3. White 2 turns and a pair of red 2 S-loops completes the dial, making the Quadjumper a slow but nimble ship which has a lot of options in a tight encounter. As it’s got a Tech upgrade slot, there’s some options for making more of the red moves via Primed Thrusters and Pattern Analyser, although both of these add to the cost of a ship that’s probably best kept cheap.

Upgrades

As with most small ship expansions, there’s only a few upgrades included in this pack (although a possible record seven rules cards…), so I’m going to cover them all in one section.  Something that’s worth noting, while not a new upgrade, is this expansion is another source for the Thermal Detonator, previously only available in the Ghost expansion pack.  Good news for anyone looking to expand their collection of bomb tokens without buying multiple VCXs!

A Score to Settle

The Quadjumper brings us another 0 point Elite Pilot Talent, joining the ranks of Adaptability and Trick Shot. Unlike these, A Score to Settle is a unique upgrade, as it’s linked to the “A Debt to Pay” Condition.

When the ship with A Score to Settle is attacking the ship with the A Debt to Pay Condition, it can convert a focus to a critical hit. However, the same applies in reverse, making this a bit of a double-edged sword. You’ll need to pick what ship you put this EPT on carefully, as well as picking your target with care so you’re not giving your opponent more value from this upgrade than you.

This EPT will work best on ships with lots of shields, a reasonably strong attack, and either a slightly limited action economy or a need to keep their focus token for defence. So B-Wings, G-1A Starfighters, and TIE Defenders are immediate choices for this. A Gand Findsman with A Score to Settle and a Fire Control system can effectively have a target lock and mini-focus on attack, and an evade on defence, making it hit hard and be quite tanky for not a huge points investment.

The B-Wing and Defender are both best looking at one of their named pilots (not least because the B-Wing lacks any EPT generics). Ten Numb with A Score to Settle and Fire Control System clocks in at 33 points, as does Maarek Stele with A Score to Settle and the TIE/x7 title. Maarek in particular gets a lot out of this 0 point upgrade, getting a good chance of using his pilot ability, and freeing his action up for a defensive focus, barrel roll, or a target lock as needed.

I think we’re going to be seeing a lot of Scores to be Settled once this EPT is in play, as it’s very good value at 0 points, although I’m also expecting some cursing at the gaming table when the inevitable crits come through in the other direction…

Scavenger Crane

When you really want to lasso bits of debris, only the Scavenger Crane will do. Probably the oddest upgrade in what’s a odd ship in general, the Scavenger Crane allows you to flip a discarded ordnance, cannon, turret, and modification upgrade faceup when a ship is destroyed at Range 1-2 of you. Note, that’s not an enemy ship, so you can salvage your own allies for parts in a tight spot.

Like all Illicit upgrades, this comes with a downside – after using this upgrade you roll an attack dice, and discard it on a blank result. Still, getting even one use from this puts in on a par with Extra Munitions, and that’s not exactly bad value.

This definitely helps ships that have a single ordnance slot and an Illicit get more from their investment. A group of Binayre Pirates can prove a much more persistent threat with Scavenger Cranes and a missile apiece, and destroying one potentially rearms the rest of them. That said, it’s also a 2 point bump to the cost of each, meaning you’re investing a reasonably sizable number of points in to Z-95s.

The fact it effects Modifications is interesting. Firstly, it’s some useful Boba Fett insurance, never a bad thing if you’ve got a vital upgrade you need to protect. Secondly, it potentially expands the usefulness of Countermeasures, Stealth Device, and most amusingly, the Captured TIE modification…

“Uh, we had a slight weapons malfunction, but uh… everything’s perfectly all right now. We’re fine. We’re all fine here now, thank you. How are you?”

I’m not sure that this is going to be an upgrade that really sees any competitive play – Extra Muntions already exists, and while the Scavenger Crane can potentially do a little more than that, it’s also notably more conditional. However, it’s also a wonderfully flavorful upgrade to have in the game, and fits the Scum faction perfectly.

Spacetug Tractor Array

This is a key part of what will make or break the Quadjumper. The Spacetug Tractor Array lets you take an action to assign a tractor token to a ship that’s in your firing arc at range 1. As an added bonus, you can do this to friendly ships as well.

This is a hugely useful and potentially powerful ability. Put on a low PS ship like the Jakku Gunrunner, you’ve got pretty much perfect knowledge of where everything will be, which should make meeting those Range 1 in arc requirements a lot easier than they might otherwise be. Being able to reliably drop the Agility of Defender, Interceptor, or Dengar can massively shift the odds of being able to do meaningful damage, and that’s before you take the repositional ability of the tractor beam into account. Combine it with an Intelligence Agent, and you’ll be able to set up blocks or force ships onto obstacles with ease. Spacetug Tractor Array has the potential to be a game changing upgrade, and if nothing else should mean that your Quadjumpers draw a lot of fire, freeing your other ships up to do their own thing.

And it being able to apply to a friendly ship isn’t without its uses. If you’re in a bad position, it can be worth taking the -1 Agility to get yourself out of it. It’s not something that I see getting used a lot, but has the potential to be a real “Get out of jail free” card when you find yourself in a bad spot.

Even at 2 points, I think this is going to essentially be a must-take upgrade most low PS Quadjumpers.

Unkar Plutt

In his crew version, Unkar allows you to take a damage to take a free action after you collide with another ship. At 1 point, on the surface he feels like a slightly underwhelming Scum version of Chopper, but he really comes into his own when paired with the Quadjumper’s role as a blocker and debuffer.

Slam into someone but still want to tractor them away with your Spacetug Tractor Array? Unkar’s got you covered. Bumped Soontir Fel but still want to kick in your Black Market Slicer tools? Unkar can help as long as you can pay the price. Even in a pinch, pulling off a vital barrel roll after a bump can be a big deal.

All told, it’s a bit of a niche upgrade, but useful in the right build. It’s not something you’ll just slap onto any ship, definitely has a place on the Quadjumper and might be useful on other ships where getting an action is truly vital. I might be slightly over-costed at 1 point, as Chopper does feel like the better deal, but overall I think it’ll see a bit of use.

Pilots

We’re still waiting on details of Sarco Plank, who’s a PS 5 unique pilot with an EPT, but we’ve now had three of the four Quadjumper pilots revealed.

Jakku Gunrunner

Like most support ships (see the HWK, Lambda, U-Wing, and Upsilon), the Quadjumper only comes with one generic pilot. Clocking in at 15 points, it’s relatively cheap, and its PS of 1 is probably a distinct advantage given the Quadjumper’s strong potential as a blocking ship.

However, the core statline (2 Attack, 2 Agility, 0 Shields, 5 Hull) is a little underwhelming for the price. 2 Agility and no shields makes it very vulnerable to critical hits, and it’s 2 points more expensive than a basic Z-95 or TIE Fighter. It’s got a lot more in the way of upgrade slots, but generally speaking those aren’t worth points in and of themselves. I don’t think you’re going to be seeing any bare-bone generic Quadjumpers being flown as filler, as it’s a ship that really needs some upgrades to shine.

With that disclaimer out of the way, 18 points gets you a Jakku Gunrunner with Spacetug Tractor Array and an Intelligence Agent, which is going to be one of the most frustrating ships in the game to deal with. A combination of the Quadjumper’s barrel roll and having access to an action tractor beam is going to make it a disruptive presence on the board – not least since the tractor token getting applied during the activation phase means that all of the ships in your squad can benefit from the lowered Agility of the target. Fly this ship like you expect it to be a budget Biggs with some extra tricks, and I don’t think you’ll be disappointed in the results.

Unkar Plutt

While Unkar in his crew form is perhaps a little underwhelming, he’s hugely interesting in his pilot mode. At the end of the Activation Phase you assign a tractor token to each ship you’re touching. Even if that’s just one ship, it’s a free tractor token, and it’s worth noting that it doesn’t matter if the ship has bumped into Unkar or if Unkar’s rammed into them, making him useful against both lower and higher Pilot Skills. (Although given Unkar’s PS 3, the former is more likely.)

As with the Jakku Gunrunner, he’s going to draw a lot of hate, so I’d recommend not loading him with too many points. Keep him cheap, cheerful, and extremely annoying for your opponent to have to deal with. That said, at 17 points he’s not breaking the bank, and you can add in some upgrades to notably improve on his ability. Intelligence Agent makes getting those blocks easier, while Ketsu Onyo can make those tractor tokens a lingering hindrance to your opponent’s ships. Throwing on a Spacetug Tractor Array can create blocking opportunities that otherwise wouldn’t happen, as you throw enemy ships into the worst possible position.

If you want a ship to draw your opponent’s ire and be a massive troll on the battlefield, there’s no better choice than Unkar Plutt.

Constable Zuvio

The top of the Quadjumper pilots, the Jakku lawman comes in at 19 points for PS 7 and an interesting pilot ability. When you reveal a reverse maneuver, you may drop a bomb out of the front of your ship, including Action bombs.

This gives you a lot of flexibility on your bomb placement, and potentially allows for some devastating Conner Net or Cluster Mine uses. With an EPT slot, you can bump him up to PS 9, allowing you to make good use of Ion Bombs, Thermal Detonators, or (if you’ve got a lot of points to spare) Proton Bombs after most other ships have moved. All of these can exert a lot of control over the battlefield, and notably diminish your opponent’s ability to fight back.

However, they all add to Zuvio’s cost, and he’s a one-shot one-trick pony without a Scavenger Crane to rearm his bombs. This again adds to his cost, meaning that you’re likely to be looking at 23-26 points for a decent load-out on him, which is quite a lot to be putting into a fragile ship that really needs to get in close to make much use out of his ability. Given the potential of bombs and mines to throw a spanner into your opponent’s plans, Zuvio will be drawing a lot of heat – just like every other Quadjumper.

I think the key factor with Zuvio is going to be can you get approximately 25 points of value from him before he’s burnt down by your opponent? If you can, he’s got the potential to do some incredible control and area denial. If you can’t, it’s going to be some easy points for your opponent to pick up. Just simply on the basis of points cost, I’m not sure that Zuvio’s going to be competitively effective, but I hope to be proved wrong on this.

Final Thoughts

The Quadjumper genuinely brings something new to the game – a ship solely focused around blocking and being a disruptive presence on the board. Other ships have been able to move into this role through a combination of upgrades and repositional actions, but this kind of de-buffing “friction” play style is at the core of what makes the Quadjumper work.

The ability to do this in quite a cheap package makes me think we’ll be seeing quite a lot of them in assorted Scum lists. A Jakku Gunrunner with an Intelligence Agent and Spacetug Tractor Array is only 18 points, as is Unkar Plutt with Ketsu Onyo crew. And with two pilots with EPTs, they’re potentially useful to Mindlink lists as a cheap source of focus action. I’m going to be particularly interested to see what Sarco Plank’s ability is on this basis, as his PS 5 pairs him nicely with several other staples of Scum lists.

All told, this is a ship that I think may have a huge effect on the meta if it gets used well, but will require some solid flying to get the most out of its sub-par statline. I’m looking forwards to seeing it him the table, and to see what (if any) impact it has on the 2016/17 Regionals meta.

Upsilon-class Shuttle – Preview Thoughts

The second of the Wave 10 preview articles went up last Monday, and it’s a big one – both in terms of content and the sheer size of the ship in question.  The First Order’s Upsilon-class Shuttle is a beast of a ship!

Crew

First Order Fanatic – General Hux

General Hux is an expensive crew option, clocking in at 5 points (and so not being an eligible option for the TIE Shuttle) but he’s got a sizeable effect to match the cost.  For an action you can assign a focus token to up to three friendly ships at Range 1-2, and assign one of those ships the Fanatical Devotion condition.  (In both cases, these effects can target the ship Hux is on.)  Then, assign the ship Hux is on a stress token.

We’ll get to the condition in a moment, but the focus tokens alone are worthy of consideration.  That’s a lot of action efficiency to be generating from just one action, and gives other ships in your squadron the freedom to pick other action options.  It is two points more expensive than Fleet Officer, but effects an extra ship, and assigns a (mostly) beneficial condition.

So, what does this Fanatical Devotion actually do for you?  First up, it stops you spending focus tokens on defence for the turn, which is a pretty big deal.  However, while this does make your ships potentially more vulnerable, you can still use evade tokens, giving you some room for defensive dice modification.

In exchange for this, when you spend a focus token on the attack, put one of your focus results to one side.  This become a hit that cannot be cancelled, effectively turning it into a min-Autoblaster.  Very useful if you want to punch through the defences of hard to hit aces like Soontir Fel, the Inquisitor, or Fenn Rau.

Given the defensive vulnerability this creates, you want to be slightly careful about where you assign this condition.  However, given that both the Lambda and Upsilon shuttles only have one Agility, and the Decimator has 0, any of them can take this condition at comparatively minimal risk.  Conveniently, they’re all also likely candidates to be carrying Hux in the first place, and have a decent number of red dice to try and get that focus result.

I’m fully expecting to see a fair amount of Hux on the table when Wave 10 hits, although if he’ll be good enough to displace the Emperor in any Imperial lists is another matter entirely…

Dark Side Apprentice – Kylo Ren

So, Kylo Ren isn’t actually a new reveal, having been featured in the Wave 10 announcement article, but I’m including him here as he’s still a solid addition to the Imperial crew roster.

His ability is pretty simple – take an action to assign the somewhat wordily-titled “I’ll Show You the Dark Side” condition to an enemy ship at Range 1-3.  The condition itself is a bit more of a significant bit of mechanics to get your head around.

I’ll Show You the Dark Side (ISYTDS) allows you to search your opponent’s deck for a Pilot damage card, and place it onto the Condition.  The next time the ship with ISYTDS takes critical damge, it’s instead deal the damage card on the condition face up.

There’s a couple of key points here.  Firstly, the Pilot damage cards include some pretty crippling options with Blinded Pilot (skip your next shot), Damaged Cockpit (drop to PS 0), and Stunned Pilot (take damage if you overlap a ship or obstacle) all falling into that category.  That’s some very strong options to severely limit what that ship will be doing next turn.

Secondly, the wording is “When you suffer critical damage during an attack”, not “When you are dealt a faceup Damage card”.  Any uncancelled dice showing a crit icon counts as critical damage, so this can potentially land crits under shields, making it a potentially powerful way of getting some very hampering effects in place early in the game.

This seems like a solid tool for dealing with a range of ships, and while it does cost an action to use, the effect more that justifies the points and action cost in my opinion.

Operations Specialist

The expansion also include a non-unique, generally available crew card in the Operations specialist.  Clocking in at 3 points, the Operations Specialist allows you to assign a focus token to a friendly ship when one of your ships misses with an attack.  (With some range restrictions, but see the card on the right for the full details on those.)

This feels a lot like the crew version of Captain Rex, but to be honest, substantially better.  While it is a point more expensive, the fact that you can assign the focus token to other friendly ships as well as your own does a huge amount for it.  It’s also not limited to once a turn, so you could potentially assign a few focus tokens in a turn, and still get some use from them on either attack or defence.

I’m seriously interesting in trying this in a few lists.  The obvious one that springs to mind is a Gamma Squadron Pilot TIE Shuttle with an Operations Specialist,  Howlrunner with Crack Shot, and four Black Squadron Pilots with Crack Shot.  It’s a slightly different take on the TIE Crack Shot Swarm, but potentially frees your TIEs up to take evade actions to make them a little more durable and then using any shots that miss to cascade down focus tokens onto other ships to make their shots more accurate.

Overall, I think it’s an upgrade with potential, but one that will need a bit of thought on how to use it, and some careful list building to get the most from it.

Tech

The Upsilon Shuttle brings two new tech cards to the game.  They’re both interesting additions, but notably more specialised than the quite generally applicable ones from Heroes of the Resistance – pretty much any ship can benefit from Pattern Analyser, while the following cards require a bit more thought at the list-building stage to get the most from them.

Hyperwave Comm Scanner

The first of the new Tech upgrade cards introduced in Wave 10, the Hyperwave Comm Scanner introduces some new options for deployment.  Being able to control when you place a ship can be useful under certain circumstances, and being able to do that at effectively PS 0, 6, or 12 gives you some real flexibility.  If you’ve got a ship that needs to respond to your opponent’s deployment, you can jump up to 12, or drop down to 0 if you need to be the centre point of a formation of low PS ships.

The secondary benefit is that you can assign a focus or evade token to each ship placed at Range 1-2 of you.  This only has a real impact if you can either a) get into combat range on turn 1 of the game, or b) have some way of storing those tokens for use in later rounds.  That narrows down the number of ships and pilots its useful with, but could be a sizeable advantage when there’s some synergy available.  There’s definitely some potential for that with at least one of the pilots included in this pack…

At 1 point, this feels well costed for a card that gives you a very specific set of abilities that are only relevant during deployment.  It’s certainly not a card for every list, but it opens up some interesting potential for those lists that can take advantage of it.  If nothing else, being able to deploy at PS 12 forces you opponent to guess where your ships are going to be, and potentially nets you a useful “turn zero” advantage.

Targeting Synchronizer

The second tech card is a slightly complex one.  In essence, when a friendly ship at Range 1-2 is attacking someone the ship with this upgrade has target locked, they can use (and if needs be, spend) that target lock for their Attack (Target Lock) attacks.  So, this is intended for helping ordnance lists coordinate their fire and potentially allow low PS generics to get ordnance away on higher PS targets they might otherwise struggle to target lock early on.

Clocking in at 3 points, it’s a substantial investment, so no something you’re going to want to use to support just one other ship in your list.  This means you’re looking at using this as part of an ordnance focused list, which combined with the comparatively few ships that can take tech upgrades at the moment, means you’re looking at quite a limited number of builds.

The obvious choice of ordnance to pair with this is anything that requires a target lock to fire, but doesn’t discard that target lock in the process.  Currently, that narrows it down to Advanced Homing Missiles, Ion Pulse Missiles, and Homing Missiles.  The range restrictions on Advanced Homing Missiles are quite limiting, and Ion Pulse Missiles, while having a useful control effect, don’t have the damage output to make them the focus of a list.  That leaves Homing Missiles, which with their strong 4 dice attack and denying the target the use of evade tokens have quite a strong place in the current meta.  However, clocking in at 5 points, it’s not cheap.  A Scimitar Squadron TIE Bomber with a Homing Missile, Extra Munitions, and Guidance Chips clocks in at 23 points.  It’s going to be slightly challenging to build a solid list that includes three of those plus a relatively high PS ship with a Tech slot.

This feels like an upgrade with a lot of potential, but either I’m missing something obvious or we don’t have quite the right combination of ships and upgrades at the  moment to use it to its full potential.  I’m hoping that we’ll see some innovative list builds coming to prove me wrong!

Title – Kylo Ren’s Shuttle

The slightly unimaginatively name Kylo Ren’s Shuttle title rounds out the upgrades for this Upsilon Shuttle pack.  At the end of the Combat Phase, you can assign a stress to an unstressed enemy ship at Range 1-2, but that ship’s owner can reassign it to another one of their ships within Range 1-2 of the original ship if they choose.

This is a slightly odd effect, but it’s passive stress control at the not particularly expensive cost of 2 points.  It’s got better range than Mara Jade (although only effects one ship), doesn’t rely on your opponent attacking the shuttle with this title like Rebel Captive, and is marginally cheaper than either of them.  Your opponent getting to potentially reassign the stress and not being able to further stress already stressed ships are both notable downsides, but stress control is still good, and I can see this card getting some play if you’ve got 2 points to spare.

Pilots

As with all large-base ships, we get four new pilots in this pack – one generic and three unique named pilots.

Starkiller Base Pilot

The baseline generic, the Starkiller Base Pilot clocks in at 30 points.  That’s 9 points more expensive than the Lambda Shuttle’s generic pilot, but you get quite a lot for that upgrade.  With one more shield, hull and attack dice than the Lambda, the Upsilon Shuttle is a punchy and durable package.  You also get access to two Tech slots, and in a first for non-Epic play, the Coordinate action.  This allows you to let another friendly ship at Range 1-2 take a free action – very handy if you need to give a little bit more power to another ship’s attack, help out a lower PS ship that’s bumped, or help a mobile ace move into a more advantageous position before it reveals its dial.

You do lose the cannon slot, but with a 4 dice primary weapon, it’s unlikely you’d want to equip one anyway…

Overall, 30 points seems fairly priced for what you get.  I doubt we’re going to see many Upsilon Shuttles being used as “Palpmobiles”, as adding Palpatine to even the cheapest generic pushes you up to 38 points, only leaving you with 62 points to spend on other ships.  That makes getting two aces into a list for the classic Palp Aces build a challenging proposition.

Lieutenant Dormitz

At just one point more than the Starkiller Base Pilot, Lieutenant Dormitz gets an extra point of Pilot Skill and an interesting pilot ability.  Friendly ships can be deployed anywhere within Range 1-2 of Dormitz, giving you a much large area for deployment, and allowing you to deploy much closer to the enemy.

Dormitz feels like he pairs naturally with the Hyperwave Comm Scanner, allowing him to be placed before any of your other ships, and then give them some free tokens into the bargain.  Given that Range 2 onto the board notably increased the odds of first turn shooting, having those focus or evades could be a big deal.  Even without that upgrade, he can be a disruptive presence and allow fast aggressive lists to close to firing range very quickly.  Dormitz alongside two Glaive Squadron TIE Defenders with Juke and the /x7 title fits comfortably into a standard list…

While Dormitz’s ability only applies once during the game, the fact that he’s only one point more than the generic alongside the potentially sizeable deployment advantage makes him well worth consideration.

Major Stridan

Major Stridan comes in at 32 points.  He’s got  one more PS than Dormitz, and a perhaps more generally applicable pilot ability.  For actions and Upgrade cards, Stridan can treat friendly ships at Range 2-3 as being at Range 1.  (Key words here are “friendly ships”, so it doesn’t boost offensive upgrades like Mara Jade.)

This gives Stridan a sizeable bubble of support effects.  Even just the basic Coordinate action gets a boost, helping Stridan more easily support mobile Imperial ships.  Of course, it becomes a much bigger deal once you start equipping upgrades.  Systems Officer probably gets the biggest boost, letting you dish out target locks at long range, but Fleet Officer, Operations Specialist, and General Hux all get a small boost as well.

If you’re looking for a non-Palpatine support ship for your Imperial squadron that’s also got some teeth, Stridan seems like a good place to start.  He’s not going to be a small investment of points (37 with the Fleet Officer and Systems Officer combo for example), but I think he’s got potential supporting a couple of durable ships or something like a mini-Crack Shot swarm.

Kylo Ren

Finally, we’ve got our new master of the Dark Side, Kylo Ren.  At 34 points, he’s the most expensive of the Upsilon pilots, but he’s also bumped up to PS 6, has a mean pilot ability, and is the only Upsilon pilot with an Elite Pilot Talent slot.  This opens up a lot of new options for him, including Veteran Instincts if you want to push him up to PS 8 to match some of your aces.

His pilot ability assigns the ISYTDS condition to the first ship to hit him each round, making shooting him a less than appealing prospect.  A hit on Kylo Ren could easily mean a crippling critical on you when the forces of the First Order return fire.  Throw a Rebel Captive on there as well if you want to really disincetivise your opponent from shooting at him!

My gut instinct is that Kylo Ren will be used as more of a gunship than support ship when compared to the other Upsilon Shuttles, probably flown with a couple cheap upgrades to boost his offence, and alongside a couple of other hard-hitting ships.  However, there’s another option I’m interested in trying.  Kylo Ren with VI and Palpatine, the Inquisitor, and Omega Leader is a neat 100 points.  That’s three PS 8 ships, and some hard choices for your opponent on where to focus their fire first.  It’s probably not as effective as some of the other Palp Aces builds, but equally I’m not sure it’s something I’d want to face across the table…

Final Thoughts

While on the surface the Upsilon looks quite similar to the Lambda shuttle, I think we’ll see the two of them used in very different ways.  The Upsilon is too expensive to be used in the same disposable fashion that the Lambda often is, and has has some serious firepower you want contributing to the fight.  Generally speaking, I think the Upsilon is probably a bit too expensive to see much use with Palpatine, although it’s possible to do some “budget ace” builds that might work out.

All of the pilots seem well priced for what they do, although continuing something of a trend with FFG’s recent releases the generic pilot feels slightly overcosted when compared with the named pilots.  A point less for the Starkiller Base Pilot would have made it a more attractive option, particularly with Dormitz coming in at only a single point more as things stand.

The crew options are all solid choices.  Hux is costly but potent, and the Operations Specialist has some decent uses in the massed ship lists that the Empire and First Order can do well.  The new tech generally feels quite specialised, but I’m keen to see it in play and what it can do for real.

Overall, this is a strong addition to the Empire’s fleet, and adds some interesting new options.  I’m not sure it’s a ship I’ll be getting more than one of, although in theory you can fit three of them in a list with a handful of points left for upgrades.  And of course, a lot will depend on what the Upsilon’s dial is like – if it’s a clone of the Lambda dial it’ll be a lot less useful than something with a white hard turn for example.  Given the points cost, I’m not anticipating a K-turn or similar.