X-Wing 2.0  Changes 

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CORE RULEBOOK

TIMER!

Deutsche Version/German translation over at, thanks to Aggromech Podcast.

Traditional Chinese 繁體中文 Translation, from X-wing Taipei

Abbreviated version of all the cards and ships with quantities (in the Kits) in this document

What’s new:

  • Scum Conversion Kit Unpacking, by BoLS (04.07.2018)
  • Empire Conversion Kit Unpacking, by BoLS (03.07.2018)
  • Big Tabletop Simulator update see here (28.06.2018)
  • New Bells of lost Souls Unpacking of the core set Video Screenshots of the shown rulebook pages at the end of the doc (reserve and docking rules from the rulebook added to actions) (27.06.18)
  • New Falcon Article, Cards added in the Doc.
  • New Tie-Reaper Article (15.06.2018)
  • Dice Calculator is here. Thanks to Punkuser, you rock! (15.06.2018)
  • New Team Covenant Video with Alex Davy with some new spoilers (11.06.2018)
  • Wampa
  • Kaa’to Leeachos
  • Rexler Brath
  • Reddit AMA with the developers (07.06.2018)
  • New Article Solo, Scum Falcon (07.06.2018)
  • Added Ships/Crew from the new Article (06.06.2018)


Table of Content

Actions

Stuff/Rules

Conversion Kits

Rebel conversion kit: Unboxing Video

Imperial conversion kit: Unboxing Video

Scum conversion kit: Unboxing Video

Cards

Damage Deck

Printable Damage deck (PDF) thanks to u/Ablazoned

Damage Deck Contents (Text):

Upgrade Cards

Gunner

Missile

Talent

Torpedoes

Cannons

Devices

Turret

Crew

Astromech

Modification

Force Powers

System

Illicit

Condition Cards

Ships

Quadjumper

Aggressor Assault Fighter

Starviper-class Attack Platform

Firespray-Class Patrol Craft

M3-A Interceptor

BTL-A4 Y-Wing (Scum)

JumpMaster 5000

YV-666 Light Freighter

Z-95-AF4 Headhunter (Scum)

Scurrg H-6 Bomber

Fang fighter

Kihraxz Fighter

G-1A Starfighter

M12-L Kimogila Fighter

Lancer-Class Pursuit Craft

Hwk-290 Light Freighter (Scum)

Customized YT-1300 Light Freighter

Falcon Escape Craft

TIE Reaper

TIE Advanced X1

TIE/LN Fighters

Alpha-Class Star Wing

TIE Defender

Lambda-Class T-4a Shuttle

TIE Advanced V1

TIE/AG Aggressor

TIE/SK Striker

TIE/CA Punisher

VT-49 Decimator

TIE/PH Phantom

TIE Interceptor

TIE/SA Bomber

T-65 X-Wing

BTL-S8 K-Wing

E-Wing

BTL-A4 Y-Wing

UT-60D U-Wing

YT-2400 Light Freighter

Modified YT-1300 Light Freighter

HWK-290 Light Freighter (Rebels)

RZ-1 A-Wing

Z-95-AF4 Headhunter (Rebels)

Auzituck Gunship

Arc-170 Starfighter

A/SF-01 B-Wing

Attack Shuttle

Sheathipede-Class Shuttle

VCX-100 Light Freighter

“Math-Wing”

Cardboard from the new T-65 X-Wing

Threat Cards

Possible point costs

Stream Lists/Test Lists

FFG Worlds Stream Demo Lists

Demo Bells of Lost Souls

Demo Team Covenant

EU Nationals Lists

Simulators

Vassal:

Tabletop Simulator:

Fly Casual:

Screenshots

Actions

  • Action Range: If a declared action is out of range (e.g. barrel roll, boost, coordinate, or lock), that pilot loses their action and cannot perform a different action. If the pilot is unable to perform a red action (see below), that pilot will not gain a stress token for attempting the action.
  • Barrel roll: The barrel roll action is not as flexible. You must align the middle of the maneuver template with the middle of your ship, using the new template centerline to align with a line in the middle of the ship base. Then align it to one of 3 positions: front, middle, rear of the ship base.
     Starting position on the left, final position on the right
  • Calculate: New action that can be taken by droids. Calculate changes 1 die result from a (focus) to a (damage) result. Multiple calculate tokens can be spent on an attack or defense roll. Example pilots with the calculate action include IG-88 and AP-5. Each kit has calculate tokens.
     Calculate token
  • Cloaking: Decloaking happens in the system phase (same time as bomb drops and other devices) in Initiative order. Provides +2 defense dice and prevents attacking.
  • Decloaking: Medium/Large ships decloak using a normal medium/large barrel roll, small ships are a barrel roll with the 2 template.
  • Evade: The evade action changes 1 dice result to an evade instead of adding to the defense roll. 
  • Linked actions: You can perform an action and then link to a second action after that. All spoiled second actions in a link are red actions (see below) . Linked actions vary between ships (see TIE/CA Punisher & TIE/SA Bomber). If you cannot perform the first action, you cannot attempt to perform the second action. If you perform the first action and cannot perform the second action, you would not receive the stress from the second action if it was red.
     Example of a linked action: white focus (first action) to a red barrel roll (second action).
  • Lock: Lock replaces the Target Lock action. Locks can be placed on friendly ships and obstacles in addition to enemy ships. (e.g. “Dutch” Vander can share his lock on objects you have locked). You can measure Range 0-3 and take a Lock on a target in range.
  • Jam: A ship in range 1 gets 1 Jam token
  • Red Actions: Some actions are now shown in red. Performing a red action will stress your pilot. Attempting a red action, but not being able to complete it will not stress your pilot.
  • Reinforce: The whole ship has to be in front or behind your ship. A reinforce token  reduces damage taken by one, to a minimum of 1 damage.
  • Reload: The reload action flips over spent charge tokens on a single munition upgrade card and gives the ship a disarm token.
  • Rotate: The rotate action lets you assign a new direction for a turret arc token on your ship. Some ships natively have turret arcs (Millennium Falcon & Jumpmaster) and some ships gain a rotate action from turret upgrades (Ion Cannon Turret).
     Example of the rotate action.
  • Reserve: Some card effects place ships in reserve. A ship that is placed in reserve is placed on its ship card. While a ship is in reserve, it is not assigned a dial, it cannot perform actions and it cannot attack. The abilities of a ship in reserve are inactive for all purposes unless the ability explicitly allows it to be used while it is in reserve. A ship that is placed in reserve always has an effect that causes it to be placed in the play area. (From the Rule book shown by Bells of lost soul unpacking)
  • Docking and Deploying: Some abilities allow a ship to be attached to or [set/put] inside another ship. If a card ability instructs a ship to dock with a carrier ship, the docked ship is placed in reserve. A docked ship is able to deploy from its carrier ship during the System Phase, or make an emergency deployment, if its carrier ship is destroyed. These rules are described further in detail in the Rules Reference (From the Rule book shown by Bells of lost soul unpacking)

Token Colors:

Green

Calculate

Evade

Focus

Reinforce

Orange

Disarm

Jam

Tractor

Red

Ion

Lock

Stress

Blue

Cloak


Stuff/Rules

  • Green maneuvers are now blue (color blindness)
  • Range 0 is touching and itself
  • Range 1-3 excludes the own ship (has to be 0-3 to be included)
  • TLT and Harpoons removed.
  • Fully execute means not being blocked from placing your ship at the end of the template by another ship. Going over a rock is still fully executing.
  • No action bombs anymore. No possibility of movement before dropping/launching bombs at this time, as bombs happen in the System phase which is before the Activation phase. Only 4 bombs revealed during Conversion Kit unboxing along with a “Loose Cargo” token.
  • all ships give half points (FFG app. gives half point values for easier calculation)
  • first order and resistance own factions besides scum, Empire and rebels. first order and resistance conversion kits will be cheaper (less content)
  • Tractor tokens: Small, medium, and large ships can get repositioned with tractor tokens. Small base ship still require 1 tractor token, medium base ships require 2 tractor tokens, and large base ships require tractor 3 tokens. {Unrevealed if tractor repositioning works the same as barrel rolling or forward boost still}.
  • The player that assigns the tractor token determines the repositioning, if any, of the ship.
  • ION small ships get ionized with 1 ion token, medium with 2 and large with 3. They perform a 1 blue straight after that (not white anymore). You get your normal action after an Ion move but it can only be a focus. You can’t link another action to that Focus action.
  • Ion weapons assign tokens differently. The first (uncancelled) hit does one damage, further (uncancelled) hits/crits assign an ion token for each one remaining.
  • Pilot Skill is now called initiative. Initiative is only 1-6, there are no permanent upgrades for initiative (VI, Adaptability and similar effects). Note, there are triggers that vary from Initiative 0 to 7 (i.e. Corran Horn and Han Solo Crew).
  • Elite Pilot Talents are just called Talents.
  • 200 Points instead of 100, but expect the same size squadrons. For example, a 12 point TIE Fighter is now  around 24 points (we don’t know any point costs yet).
  • no point costs and upgrade slots on cards, everything will be done via an app (free app, PDFs and web-based builder will be available as well)
  • Rulebook is free and downloadable (rules will/can be changed if needed)
  • Bombs happen in the system phase in Initiative order (decloaking happens in that phase as well), every ship drops its bomb before the ships get activated to move. (bombs will be on the field before movement)
  • They talked about cycling cards out of organized play
  • Bullseye example : The T-65 X-wing has the TIE fighter in its bullseye arc, so it can use Marksmanship to turn one of its hits to a critical hit.

  • Primary weapon turrets are mobile arcs now. Primary turrets can be a single- or a dual-arc that shoots in two opposite directions (they lose primary arc judging from the pictures of Oicunn & Han). Jumpmaster has only one turret arc
  • Turret upgrades give single mobile firing arc
  • Missile symbol on secondary weapons indicates if you get range bonus or not (no range bonus with symbol, e.g. Ion Turret gets range bonus)
  • New resource “Force” can be used to activate abilities/cards and modify single dice. apparently force from crew can be used as well to modify dice. Pilots and cards with a triangle next to the force number regenerate 1 force per turn. Force from Crew increases the Force Limit if the ship already had force tokens but does not increase force regeneration. Stress, overlapping or bumping does not prevent you from spending force tokens. There will be Light Side and Dark Side only abilities.
  • New “Force Power” Slot on Ships (e.g. Sense)
  • New token designs , blue target lock tokens are gone, locks now have numbers that match the ID numbers. Tokens with round shapes (E.g. Focus, Evade) are discarded at the end of every turn whereas square shaped tokens (E.g. Force, Charges) are designed to be Flipped over to indicate they have been used. Back: Front:
  • cardboard for ships lost all informations except initiative, name, ship icon and arcs
  • New style for ship bases
     vs
  • New base size. we now have small, medium and large (nothing about epic changes), pegs change, converter (small to medium/large base) included in the kits.
    U-Wing, Firespray, Mist Hunter, Reaper, Aggressor (IG), Kimogila, ARC-170, K-wing  and Punisher are medium (confirmed during unboxing).
  • Medium bases aren’t 1.5 bases in size, look a bit larger.
  • New names for Phases: Setup, Planning, System, Activation, Engagement
  • All ship have bullseye firing arc but does nothing on its own, needs a card or Pilot ability like predator/crackshot/marksmanship/HLC/Soontir Fel/Corran Horn
  • Objects: Object is a keyword to mean friendly ship, enemy ship, or obstacle.
  • Cards indicate, that there will be classic “crew” slots (Darth Vader crew, Director Krennic), and a new [gunner] (e.g. marauder title on the firespray) slot (cards like Luke Skywalker, Veteran Tail Gunner, Veteran Turret Gunner, Dengar, Bossk)
  • New slot for certain modifications called configurations e.g. s-foils on an x-wing or u-wing pivot wings
  • Aces/High Ini pilots get more expensive compared to low Initiative ships (source: FFG Stream, they talked specifically about Soontir and Fenn)
  • Old maneuver templates can still be used except for talon rolls and barrel rolls (so far) because you need the line in the middle to adjust the ship. They were hinting a new maneuver that uses the same ability during the stream but not sure
  • Maximum of 1 bonus attack per round
  • keyword “movement” includes boost and barrel-roll
  • New wording - Green tokens (e.g. Vader Crew or Dengar Crew) - referring to Calculate, Focus, Evade, and Reinforce tokens.
  • Tokens shape determines when they are removed. Round tokens get removed at end of round. Other dimension tokens vary when they get removed.
  • Token colors are more important. Tied to when they get removed and what purpose they serve.
  • No Limit on how many Tokens you spend on one roll.
  • There are 3 debris and 3 asteroids in the core set, but other rocks will probably still be legal.
  • Debris works the same way as before, if you can shed the stress you still get an action.
  • According to Alex the App should be released at Gencon

  •  Scum Dial cover

Conversion Kits

From the Spanish ffg website:

From Bell of Lost Souls unboxing videos.

Rebel conversion kit: Unboxing Video

  • 4 medium bases, 4 medium base stands, 43 ship tokens, 37 maneuver dials, 23 ship ID tokens, 84 ship cards, 162 upgrade cards, 2 condition cards, 8 turret arc tokens, and 23 various other tokens.
  • 3 – A-wing
  • 2 – ARC-170
  • 2 – Auzituck Gunship
  • 2 – B-wing
  • 2 – E-wing
  • 2 – Ghost
  • 2 – HWK-290
  • 2 – K-wing
  • 2 – Millennium Falcon
  • 2 – Phantom I
  • 2 – Phantom II
  • 2 – Sabine’s TIE Fighter
  • 2 – U-wing
  • 2 – X-wing
  • 2 – Y-wing
  • 2 – YT-2400
  • 4 – Z-95 Headhunter

Imperial conversion kit: Unboxing Video

  • 2 medium bases, 2 medium base stands, 48 ship tokens, 34 maneuver dials, 21 ship ID tokens, 93 ship cards, 153 upgrade cards, 2 condition cards, 6 turret arc tokens, and 41 various other tokens.
  • 3 – Alpha-class Star Wing
  • 3 – Inquisitor’s TIE
  • 2 – Lambda-class Shuttle
  • 2 – TIE Advanced
  • 3 – TIE Aggressor
  • 3 – TIE Bomber
  • 2 – TIE Defender
  • 4 – TIE Fighter
  • 3 – TIE Interceptor
  • 2 – TIE Phantom
  • 2 – TIE Punisher
  • 3 – TIE Striker
  • 2 – VT-49 Decimator

Scum conversion kit: Unboxing Video

  • 4 medium bases, 4 medium base stands, 52 ship tokens, 39 maneuver dials, 23 ship ID tokens, 99 ship cards, 167 upgrade cards, 1 condition card, 7 turret arc tokens and 31 various other tokens.
  • 2 – Hound’s Tooth
  • 2 – HWK-290
  • 2 – IG-2000
  • 3 – Kihraxz Fighter
  • 2 – Kimogila Fighter
  • 4 – M3-A Interceptor
  • 2 – Mist Hunter
  • 3 – Protectorate Starfighter
  • 2 – Punishing One
  • 3 – Quadjumper
  • 2 – Scurrg H-6 Bomber
  • 2 – Shadow Caster
  • 2 – Slave I
  • 2 – StarViper
  • 2 – Y-wing
  • 4 – Z-95 Headhunter

Cards

Damage Deck

Printable Damage deck (PDF) thanks to u/Ablazoned 


Damage Deck Contents (Text):

BLINDED PILOT (Pilot) – While you perform an attack, you can modify your dice only by spending (force) for their default effect. Action: Repair this card. (x2)

CONSOLE FIRE (Ship) – Before you engage, roll 1 attack die. On a (damage) result, suffer 1 (damage) damage. Action: Repair this card. (x2)

DAMAGED ENGINE (Ship) – Increase the difficulty of your turn maneuvers. (x2)

DAMAGED SENSOR ARRAY (Ship) - You cannot perform any actions except the (focus) action and the actions from damage cards. Action: Repair this card. (x2)

DIRECT HIT (Ship) - Suffer 1 (damage) damage. Then repair this card. (x5)

DISABLED POWER REGULATOR (Ship) – Before you engage, gain 1 ion token. After you execute an ion maneuver, repair this card. (x2)

FUEL LEAK (Ship) – After you suffer 1 (critical) damage, suffer 1 (damage) damage and repair this card. Action: Repair this card. (x4)

HULL BREACH (Ship) – Before you would suffer 1 or more (damage) damage, suffer that much (critical) damage instead. Action: Repair this card. (x2)

LOOSE STABILIZER (Ship) – After you execute a non-straight maneuver (straight), suffer 1 (damage) damage and repair this card. Action: Repair this card. (x2)

PANICKED PILOT (Pilot) – Gain 2 stress tokens. Then repair this card. (x2)

STRUCTURAL DAMAGE (Ship) – While you defend, roll 1 fewer defense die. (x2)

STUNNED PILOT (Pilot) – After you execute a maneuver, if you moved through or overlapped an obstacle, suffer 1 (damage) damage. (x2)

WOUNDED PILOT (Pilot) – After you perform an action, roll 1 attack die. On a (damage) or (critical) result, gain 1 stress token. Action: Repair this card. (x2)

WEAPONS FAILURE (Ship) – While you perform an attack, roll 1 fewer attack die. Action: Repair this card. (x2)

Upgrade Cards

Gunner

 

Bossk (Unique, Gunner, Scum only) - After you perform a primary attack that misses, if you are not stressed, you must receive 1 stress token to perform a bonus attack against the same target.

BT-1 (Unique, Gunner, Scum or Squad including Darth Vader only) - While you perform an attack, you may change 1 (Hit) result to a (Crit) result for each stress token the defender has.

Greedo (Unique, Gunner, Scum only) - While you perform an attack, you may spend 1 (Charge) to change 1 (Hit) result to a (Crit) result. While you defend, if your (Charge) is active, the attacker may change 1 (Hit) result to a (Crit) result. [1 Charge, regenerates]


 

Veteran Tail Gunner (Gunner, Rear Firing Arc Only) - After you perform a primary (forward arc) attack, you may perform a bonus primary (rear arc) attack.

Veteran Turret Gunner (Gunner, must contain Rotate Arc action) - After you perform a primary attack, you may perform a bonus (turret arc) attack using a (turret arc) you did not already attack from this round.


 

Han Solo (Unique, Gunner, Rebel only) - During the Engagement Phase, at initiative 7, you may perform a (turret arc) attack. You cannot attack from that (turret arc) again this round.

 

Dengar (Unique, Gunner, Scum only) - After you defend, if the attacker is in your firing arc, you may spend 1 (charge). If you do, roll 1 attack die unless the attacker chooses to remove 1 green token. On a (damage) or (critical) result, the attacker suffers 1 (damage) damage. [1 Charge, regenerates]

Skilled Bombardier (Gunner) - If you would drop or launch a device, you may use a template of the same bearing with a speed 1 higher or lower.

Luke Skywalker (Unique, Gunner, Rebel only) - At the start of the Engagement Phase, you may spend 1 [Force] to rotate your [Turret Arc] indicator. [+1 Force, regenerates]

Hotshot Gunner (Gunner) - While you perform a [Turret] attack, after the Modify Defense Dice step, the defender removes 1 focus or calculate token.

Ezra Bridger (Gunner, Rebel, Unique) - After you perform a primary attack, you may spend 1 [Force] to perform a bonus [Turret] attack from a [Turret Arc] you have not attacked from this round. If you do and you are stressed, you may reroll 1 attack die. [+1 Force, regenerates]

Bistan (Gunner, Rebel, Unique) - After you perform a primary attack, if you are focused, you may perform a bonus [Turret] attack against a ship you have not already attacked this round.

Han Solo (Gunner, Scum, Unique) - Before you engage, you may perform a red (focus) action.

Fifth Brother (Gunner, Imperial, Unique) - While you perform an attack, you may spend 1 (force) to change 1 of your (focus) results to a (crit) result. [+1 Force, regenerates]

 Missile

 

Concussion Missile (Missile) - Attack (Lock): Spend 1 (charge). After this attack hits, each ship at range 0-1 of the defender exposes 1 of its damage cards. [3 charges]

 

Cluster Missiles (missile) - Attack (Lock): Spend 1 charge. After this attack, you may perform this attack as a bonus attack against a different target at range 0-1 of the defender, ignoring the (Lock) requirement. [4 charges]


Proton Rockets (missile) - Attack (Focus): Spend 1 [charge]. Bullseye, Range 1-2, 5 Dice, 1 Charge.


Ion Missiles (missile) - Attack (lock): Spend 1 [charge]. If this attack hits, spend 1 [hit] or [crit] result to cause the defender to suffer 1 [hit] damage. All remaining [hit]/[crit] results inflict ion tokens instead of damage.


Homing Missiles (missile) - Attack (lock): Spend 1 [charge]. After you declare the defender, the defender may choose to suffer 1 [hit] damage. If it does, skip the Attack and Defense Dice steps and the attack is treated as hitting.

Barrage Rockets (Missile, Missile) - Attack (focus): Spend 1 (charge). If the defender is in your (bullseye arc), you may spend 1 or more (charge) to reroll that many attack dice.

Talent


Swarm Tactics (Talent) - At the start of the Engagement Phase, you may choose 1 friendly ship at range 1. If you do, that ship treats its initiative as equal to yours until the end of the round.

 

Fearless (Talent, Scum only) - While you perform a (front arc) primary attack, if the attack range is 1 and you are in the defender’s (front arc), you may change 1 of your results to a (damage) result.

 

Crack Shot (Talent) - While you perform a primary attack, if the defender is in your (bullseye arc), before the Neutralize Results step, you may spend 1 (charge) to cancel 1 (evade) result.

 

Marksmanship (Talent) - While you perform an attack, if the defender is in your (bullseye arc), you may change 1 (damage) result to a (critical) result.

 

Selfless (Talent, Rebel only) - While another friendly ship at range 0-1 defends, before the Neutralize Results step, if you are in the attack arc, you may suffer 1 (critical) damage to cancel 1 (critical) result.  (Note: Analogous to 1E “Draw Their Fire”; not similar to the 1E “Selflessness” Talent.)

 

Elusive (Talent) - While you defend, you may spend 1 (charge) to reroll 1 defense die. After you fully execute a red maneuver, recover 1 (charge). [1 Charge]

 

Squad Leader (Talent, Unique) - While you coordinate, the ship you choose can perform an action only if that action is also on your action bar. [adds red Coordinate action]

 

Expert Handling (Talent, Red Barrel Roll) [adds white Barrel Roll action]

 

Outmaneuver (Talent) - While you perform a (front arc) attack, if you are not in the defender’s firing arc, the defender rolls 1 fewer defense dice.

 

Predator (Talent) - While you perform a primary attack, if the defender is in your (bullseye arc), you may reroll 1 attack die.

 

Ruthless (Talent, Empire only) - While you perform an attack, you may choose another friendly ship at range 0-1 of the defender. If you do, that ship suffers 1 (damage) damage and you may change one of your die results to a (damage) result.

Saturation Salvo (Talent, Reload) - While you perform a (torpedo) or (missile) attack, you may spend 1 (charge) from that upgrade. If you do, choose two defense dice. The defender must reroll those dice.


Lone Wolf (Talent, Unique) - While you defend or perform an attack, if there are no other friendly ships at range 0-2, you may spend 1 [charge] to reroll 1 of your dice. 1 [Charge], regenerates


Juke (Talent, Small or medium Ship) - While you perform an attack, if you are evading, you may change 1 of the defenders [Evade] results to a [Focus] result.


Trick Shot (Talent) - While you perform an attack that is obstructed by an obstacle, roll 1 additional attack die.


Intimidation (Talent) - While an enemy ship at range 0 defends, it rolls 1 fewer defense die.


Debris Gambit (Talent, Small or Medium Ship) - While you perform a red [Evade] action, if there is an obstacle at range 0-1, treat the action as white instead. [adds red Evade action]


Daredevil (Talent, Small ship, White [Boost]) - While you perform a white [Boost] action, you may treat it as red to use the 1 [Turn-left or right] template instead.

Torpedoes

 

Proton Torpedoes (Torpedo) - Attack (Lock): Spend 1 (charge). Change 1 (Hit) result to a (Crit) result. [Front Arc, 4 attack dice, targeted (speculated name = no range bonus die), range 2-3, 2 Charges]

  • Different version in Saw’s Renegades:
            - Attack: (Front Arc, Lock)
            - You “may” change 1 (Hit) result to a (Crit) result.
            - No targeted icon, aka. there is a range bonus.
            - Different design of the range icon on the right.

 

 

Ion Torpedoes (Torpedo) - Attack (Lock): Spend 1 (charge). If this attack hits, spend 1 (Hit) or (Crit) result to cause the defender to suffer 1 (Hit) damage. All remaining (Hit)/(Crit) results inflict ion tokens instead of damage. [Front Arc, 4 attack dice, targeted (speculated name = no range bonus die), range 2-3, 2 Charges]


Adv. Proton Torpedos (Torpedo) - Attack (lock): Spend 1 [charge]. Change 1 [hit] result to a [crit] result. [Front arc, 5 attack dice, range 1, 1 charge]

Cannons

Tractor Beam (Cannon) - Attack: If this attack hits, all [hit]/[crit] results inflict tractor tokens instead of damage [Front Arc, 3 attack dice, range 1-3]

 

Heavy Laser Cannon (Cannon) - Attack: After the Modify Attack Dice step, change all (Crit) results to (Hit) results. [Bullseye Arc, 4 attack dice, range 2-3]


Jamming Beam (cannon) - Attack: If this attack hits, all [hit]/[crit] results inflict jam tokens instead of damage. [Firing arc, 3 Attack dice, Range 1-2


Ion Cannon (cannon) - Attack: If this attack hits, spend 1 [hit] or [crit] result to cause the defender to suffer 1 [hit] damage. All remaining [hit]/[crit] results inflict ion tokens instead of damage. [Firing arc, 3 Attack dice, Range 1-3]


Devices

[There are no indicators in any spoilers that, Cluster Mines, Ion Bombs or Thermal Detonators, exist in the first wave of second edition x-wing.]

 

Proton Bombs (Bomb) - Bomb During the System Phase, you may spend 1 (charge) to drop a Proton Bomb using the [1 (straight)] template. [2 charges]

  

Proton Bomb (Bomb Token) - At the end of the Activation Phase, this device detonates. When this device detonates, each ship at range 0-1 suffers 1 (critical) damage.

 

Seismic Charges (Bomb) - Bomb During the System Phase, you may spend 1 (charge) to drop a Seismic Charge with the [1 (straight)] template. [2 charges]

 

Seismic Charge (Bomb Token) - At the end of the Activation Phase this device detonates. When this device detonates, choose 1 obstacle at range 0-1. Each ship at range 0-1 of the obstacle suffers 1 (Hit) damage. Then remove that obstacle.

Bomblet Generator (Bomb, Bomb) - Bomb During the System Phase you may spend 1 (charge) to drop a Bomblet with the [1 (straight)] template. At the start of the Activation Phase, you may spend 1 shield to recover 2 (charges). [2 charges]

Bomblet (Bomb Token) - At the end of the Activation Phase this device detonates. When this device detonates, each ship at range 0-1 rolls 2 attack dice. Each ship suffers 1 (Hit) damage for each (Hit)/(Crit) result.

 

Loose Cargo (Debris Token) - Loose cargo is a debris cloud.

 

Conner Nets (Bomb) - Mine During the System Phase, you may spend 1 (charge) to drop a Conner Net using the (1 straight) template. This card’s (charge) cannot be recovered. [1 charge]

Conner Net (Mine Token) - After a ship overlaps or moves through this device, it detonates. When this device detonates, the ship suffers 1 (Hit) damage and gains 3 ion tokens.  (Note: Unlike 1E, does NOT cause you to skip your Perform Action step.)

Proximity Mines (Bomb) - Mine During the System Phase, you may spend 1 (charge) to drop a Proximity Mine using the (1 straight) template. This card’s (charge) cannot be recovered. [2 charges]

 

Proximity Mine (Mine Token) - After a ship overlaps or moves through this device, it detonates. When this device detonates, that ship rolls 2 attack dice. That ship then suffers 1 (Hit)/(Crit) damage for each matching result.

Turret

 

Dorsal Turret (Turret) - Attack [Turret Arc, range 1-2, gain white Rotate action]

 

Ion Cannon Turret (Turret) - Attack: If this attack hits, spend 1 (Hit) or (Crit) result to cause the defender to suffer 1 (Hit) damage. All remaining (Hit)/(Crit) results inflict ion tokens instead of damage. [Turret Arc, 3 Attack, range 1-2, gain white Rotate action]

Crew

Freelance Slicer

4-Lom

0-0-0

IG-88D

Unkar Plutt

Cad Bane

Latts Razzi

Cikatro Vizago

 

Tactical Officer (Crew, red Coordinate) [gain white Coordinate action]

Agent Kallus (Unique, Imperial) - Setup: Assign the Hunted condition to 1 enemy ship. While you perform an attack against the ship with the Hunted condition, you may change 1 of your (Focus) results to a (Hit) result.

Hunted (Condition, Unique) - After you are destroyed, you must choose another friendly ship and assign this condition to it, if able.

Seventh Sister (Crew, Unique, Imperial) - If an enemy ship at range 0-1 would gain a stress token, you may spend 1 [force] to have it gain 1 jam or tractor token instead. [+1 force, regenerates]

Informant (Crew, Unique) - Setup: After placing forces, choose 1 enemy ship and assign the Listening Device condition to it.

Listening Device (Condition, Unique) - During the System Phase, if an enemy ship with the Informant upgrade is at range 0–2, flip you dial faceup.

L3-37 (Crew, Scum, Unique) - Setup: Equip this side faceup. While you defend, you may flip this card. If you do, the attacker must reroll all attack dice.

L3-37’s Programming (L3-37 flipside) (Configuration), Scum, Unique) - If you are not shielded, decrease the difficulty of your bank (left bank and right bank) maneuvers.

Death Troopers (Crew, Crew, Imperial only, unique) - During the activation Phase, enemy ships at range 0-1 cannot remove stress tokens.

ISB Slicer (Crew, Imperial) - During the End Phase, enemy ships at range 1-2 cannot remove jam tokens.

 

Perceptive Copilot (Crew) - After you perform a (focus) action, gain 1 focus token.

“Zeb” Orrelios (Unique, Crew, Rebel) - You can perform primary attacks at range 0. Enemy ships at range 0 can perform primary attacks against you.

Seasoned Navigator (Crew) - After you reveal your dial, you may set your dial to another non-red maneuver of the same speed. While you execute that maneuver, increase its difficulty.

R2-D2 (Unique, Crew, Rebel) - During the End Phase, if you are damaged and not shielded, you may roll 1 attack die to recover 1 shield. On a (hit) result, expose 1 of your damage cards.

Novice Technician (Crew) - At the end of the round, you may roll 1 attack die to repair 1 faceup damage card. Then on a (hit) result, expose 1 damage card.

Nien Nunb (Unique, Crew, Rebel) - Decrease the difficulty of your bank maneuvers (left bank and right bank).

Leia Organa (Unique, Crew, Rebel) - At the start of the Activation Phase, you may spend 3 (charges). During this phase, each friendly ship reduces the difficulty of its red maneuvers. [3 charges, regenerate]

Lando Calrissian (Unique, Crew, Rebel) - Action: Roll 2 defense dice. For each (focus) result, gain 1 focus token. For each (evade) result, gain 1 evade token. If both results are blank, the opposing player chooses focus or evade. You gain 1 token of that type.

Kanan Jarrus (Unique, Crew, Rebel) - After a friendly ship at range 0-2 fully executes a white maneuver, you may spend 1 (force) to remove 1 stress token from that ship. [1 force, regenerate]

Jyn Erso (Unique, Crew, Rebel) - If a friendly ship at range 0-3 would gain a focus token, it may gain 1 evade token instead.

Hera Syndulla (Unique, Crew, Rebel) - You can execute red maneuvers even while stressed. After you fully execute a red maneuver, if you have 3 or more stress tokens, remove 1 stress token and suffer 1 (hit) damage.

GNK “Gonk” Droid (Crew) - Setup: Lose 1 (charge). Action: Recover 1 (charge). Action: Spend 1 (charge) to recover 1 shield. [1 charge]

Freelance Slicer (Crew) - While you defend, before attack dice are rolled, you may spend a lock you have on the attacker to roll 1 attack die. If you do, the attacker gains 1 jam token. Then, on a (hit) or (critical) result, gain 1 jam token.

“Chopper” (unique, Crew, Rebel only) - During the Perform Action step, you may perform 1 action, even while stressed.  After you perform an action while stressed, suffer 1 (damage) damage unless you expose 1 of your damage cards.

Chewbacca (Unique, Crew, Rebel) - At the start of the Engagement Phase, you may spend 2 (charges) to repair 1 faceup damage card. [2 charges, regenerate]

Cassian Andor (Unique, Crew, Rebel) - During the System Phase, you may choose 1 enemy ship at range 1-2 and guess aloud a bearing and speed, then look at that ship’s dial. If the chosen ship’s bearing and speed match your guess, you may set your dial to another maneuver.

C-3PO: (Unique, crew, Rebel only) - Before rolling defense dice, you may spend 1 calculate token to guess aloud a number 1 or higher. If you do and you roll exactly that many (evade) results, add 1 (evade) result. After you perform the (calculate) action, gain 1 calculate token. [gain white Calculate action]

Baze Malbus (Unique, Crew, Rebel) - While you perform a (focus) action, you may treat it as red. If you do, gain 1 additional focus token for each enemy ship at range 0-1, to a maximum of 2.

  
Ketsu Onyo (Unique, Crew, Scum only) - At the start of the End Phase, you may choose 1 enemy ship at range 0-2 in your firing arc. If you do, that ship does not remove its tractor tokens.

 

Minister Tua (Unique, Crew, Imperial only) - At the start of the Engagement Phase, if you are damaged, you may perform a red (reinforce) action.

 

Jabba the Hutt (Unique, Crew, Crew, Scum only) - During the End Phase, you may choose 1 friendly ship at range 0-2 and spend 1 [charge]. If you do, that ship recovers 1 [charge] on 1 of its equipped [illicit] upgrades. [4 Charges]

 

Darth Vader (Unique, Crew, Imperial only) - At the start of the Engagement Phase, you may choose 1 ship in your firing arc at range 0-2 and spend 1 (force). If you do, that ship suffers 1 (damage) damage unless it chooses to remove 1 green token. [+1 Force, regenerate]

 

Sabine Wren (Unique, Crew, Rebel only) - Setup: Place 1 ion, 1 jam, 1 stress, and 1 tractor token on this card. After a ship suffers the effect of a friendly bomb, you may remove 1 ion, jam, stress, or tractor token from this card. If you do, that ship gains a matching token.

 

Admiral Sloane (Unique, Crew, Imperial only) - After another friendly ship at range 0-3 defends, if it is destroyed, the attacker gains 2 stress tokens. While a friendly ship at range 0-3 performs an attack against a stressed ship, it may reroll 1 attack die.

 

Boba Fett (Unique, Crew, Scum only) - Setup: Start in reserve. At the end of Setup, place yourself at range 0 of an obstacle and beyond range 3 (of any) enemy ship.

 

Maul (Unique, Crew, Scum or Squad including Ezra Bridger only) - After you suffer damage, you may gain 1 stress token to recover 1 (force). You can equip “Dark Side” upgrades. [+1 Force, regenerates]

Moff Jerjerrod (Unique, Crew, Imperial only, Coordinate) - During the System Phase, you may spend 2 [charge]. If you do, choose the [1 left bank], [1 straight], or [1 right bank] template. Each friendly ship may perform a red (boost) action using that template. [2 Charges, regenerates]

Grand Moff Tarkin (Unique, Crew, Imperial only, Lock) - During the System Phase, you may spend 2 [charge]. If you do, each friendly ship may acquire a lock on a ship that you have locked. [2 charges, regenerates]

 

Ciena Ree (Unique, Crew, Imperial only, Coordinate) - After you perform a (coordinate) action, if the ship you coordinated performed a (barrel roll) or (boost) action, it may gain 1 stress token to rotate 90°.

 

Director Krennic (Unique, Crew, Imperial) - Setup: Before placing forces, assign the Optimized Prototype condition to another friendly ship. [white Target Lock action]

 

Optimized Prototype (Unique, Condition) - While you perform a primary attack against a ship locked by a friendly ship with the Director Krennic upgrade, you may spend 1 (damage)/(critical)/(focus) result. If you do, choose one: the defender loses 1 shield or the defender flips 1 of its facedown damage cards.

 

Grand Inquisitor (Unique, Crew, Imperial) - After an enemy ship at range 0-2 reveals its dial, you may spend 1 (force) to perform 1 white action on your action bar, treating that action as red. [+1 Force, regenerates] 

 

Emperor Palpatine (Crew, Crew, Imperial) - While another friendly ship defends or performs an attack, you may spend 1 (force) to modify 1 of its dice as though that ship had spent 1 (force). [+1 Force, regenerates]

 

Zuckuss (Unique, Crew, Scum) - While you perform an attack, if you are not stressed, you may choose 1 defense die and gain 1 stress token. If you do, the defender must reroll that die.

Magva Yarro: (Unique, Crew, Rebel) After you defend, if the attack hit, you may acquire a lock on the attacker.

Saw Gerrera: (Unique, Crew, Rebel) While you perform an attack, you may suffer 1 (hit) damage to change all your (focus) results to (critical) results.

Tobias Beckett (Unique, Crew, Scum): Setup: After placing forces, you may choose 1 obstacle in the play area. If you do, place it anywhere in the play area beyond range 2 of any board edge or ship and beyond range 1 of other obstacles.

Chewbacca (Unique): At the start of the End Phase you may spend 1 focus token to repair 1 of your faceup damage cards.

Qi’Ra (unique): While you move and perform attacks, you ignore obstacles that you are locking.

Lando Calrissian (Unique, Scum): After you roll dice, you may spend 1 green token to reroll up to 2 of your results.

Astromech

Salvaged Astromech slot is gone
 

R4 Astromech (Astromech, Small Ship) - Decrease the difficulty of your speed 1-2 basic maneuvers ([left turn], [left bank], [straight], [right bank], [right turn]).

  

R2 Astromech (Astromech) - After you reveal your dial, you may spend 1 (charge) and gain 1 disarm token to recover 1 shield. [2 Charges]

 

R2-D2 (Unique, Astromech, Rebel) - After you reveal your dial, you may spend 1 (charge) to recover 1 shield and gain 1 disarm token. [3 Charges]

 

R5-TK (Unique, Astromech, Scum) - You can perform attacks against friendly ships.

 

R3 Astromech (Astromech) You can maintain up to 2 locks. Each lock must be on a different object. After you perform a (Target Lock) action, you may acquire a lock.

R5-D8 (Unique, Astromech, Rebel) Action: Spend 1 (charge) to repair 1 facedown damage card. Action: Repair 1 faceup Ship damage card. [3 Charges]

R5 Astromech (Astromech) Action: Spend 1 (charge) to repair 1 facedown damage card. Action: Repair 1 faceup Ship damage card. [2 Charges]

Chopper

Genius

R5-P8

Modification

 

Shield Upgrade (Modification) [+1 Shield]

Hull Upgrade (Modification) [+1 Hull]

 

Stealth Device (Modification) While you defend, if your Charge is active, roll 1 additional defense die. After you suffer damage, lose 1 (Charge). [1 Charge]

 

Engine Upgrade (Modification, red Boost) [adds white Boost action]

Afterburners (Modification, Small Ship) - After you fully execute a speed 3-5 maneuver, you may spend 1 [charge] to perform a [boost] action, even while stressed. [2 Charges]

Tactical Scrambler: (Modification, Medium or Large ship) While you obstruct an enemy ship’s attacks, the defender rolls 1 additional defense die.

Static Discharge Vanes: (Modification) If you would gain an ion or jam token, you may choose a ship at range 0-1. If you do, gain 1 stress token and transfer 1 ion or jam token to that ship.

Munitions Failsafe: (Modification) While you perform a (torpedo) or (missile) attack, after rolling attack dice, you may cancel all dice results to recover 1 (charge) you spent as a cost for the attack.

Electronic Baffle: (Modification) During the End Phase, you may suffer 1 (hit) damage to remove 1 red token.

Advanced SLAM: (Modification, Requires SLAM action) After you perform a (SLAM) action, if you fully executed the maneuver, you may perform a white action on your action bar, treating that action as red.

Ablative Plating: (Modification, Medium or Large Ship) Before you would suffer damage from an obstacle or a friendly bomb detonation, you may spend 1 (charge). If you do, prevent 1 damage. [2 charges]

Force Powers

 

Sense (Force Power) During the System Phase, you may choose 1 ship at range 0-1 and look at its dial. If you spend 1 (Force), you may choose a ship at range 0-3 instead.

 

Instinctive Aim (Force Power) While you perform a special attack, you may spend 1 (force) to ignore the (focus) or (target lock) requirement.

Supernatural Reflexes (Force Power, Small Ship). Before you activate, you may spend 1 [Force] to perform a [barrel roll] or [boost] action. Then, if you performed an action you do not have on your action bar, suffer 1 [damage] damage

Heightened Perception (Force Power). At the start of the Engagement Phase, you may spend 1 [Force]. If you do, engage at initiative 7 instead of your standard initiative value this phase.

System

 

Advanced Sensors (Sensor) After you reveal your dial, you may perform 1 action. If you do, you cannot perform another action during your activation. [Note: in the Imperial conversion kit unboxing broadcast, Alex Davy implied that it works well with Darth Vader’s pilot ability, but here it says you “cannot perform another action during your activation” which seems contrary to the language on this card.]

 

Fire-Control System (System) While you perform an attack, if you have a lock on the defender, you may reroll 1 attack die. If you do, you cannot spend your lock during this attack.

Collision Detector (System) While you boost or barrel roll, you can move through and overlap obstacles. After you move through or overlap an obstacle, you may spend 1 (charge) to ignore its effects until the end of the round.

Illicit

 

Inertial Dampeners (Illicit) - Before you would execute a maneuver, you may spend 1 shield. If you do, execute a white [0 stop] instead of the maneuver you revealed, then gain 1 stress token.

 

Cloaking Device (Illicit, Small or Medium Ship) Action: Spend 1 (charge) to perform a (cloak) action. At the start of the Planning Phase, roll 1 attack die. On a (focus) result, decloak or discard your cloak token. [2 Charges]

Rigged Cargo Chute (Illicit, Medium or Large Ship) Action: Spend 1 (charge). Drop 1 loose cargo using the (1 straight) template. [1 charge]

 
Deadman’s Switch (Illicit) After you are destroyed, each other ship at range 0-1 suffers 1 (damage) damage.

Feedback Array (Illicit) Before you engage, you may gain 1 ion token and 1 disarm token. If you do, each ship at range 0 suffers 1 (hit) damage.

Contraband Cybernetics (Illicit) Before you activate, you may spend 1 (charge), If you do, until the end of the round, you can perform actions and execute red maneuvers, even while stressed. [1 charge]

Condition Cards

 
Listening Device (Unique, Condition) During the System Phase, if an enemy ship with the Informant upgrade is at range 0-2, flip your dial faceup.

 

Suppressive Fire (Unique, Condition) While you perform an attack against a ship other than Caption Rex, roll 1 fewer attack die. After Captain Rex defends, remove this card. At the end of the Combat Phase, if Captain Rex did not perform an attack this phase, remove this card. After Captain Rex is destroyed, remove this card.



Ships

Quadjumper

  • Spacetug Tractor Array: Action: Choose a ship in your (front arc) at range 1. That ship gains 1 tractor token, or 2 tractor tokens if it is in your (bullseye arc) at range 1.

 

Jakku Gunrunner
 

Unkar Plutt At the start of the Engagement Phase, if there are one or more other ships at range 0, you and each other ship at range 0 gain 1 tractor token.

Sarco Plank

Constable Zuvio

Aggressor Assault Fighter

  • Advanced Droid Brain: After you perform a (calculate) action, gain 1 calculate token.


IG-2000: (Title, Scum Aggressor Assault Fighter) You have the pilot ability of each other friendly ship with the IG-2000 upgrade.

IG-88A: At the start of the Engagement phase, you may choose 1 friendly ship with [Calculate] on its action bar at range 1-3. If you do, transfer 1 of you calculate tokens to it.

IG-88B: After you perform an attack that misses, you may perform a bonus (cannon) attack.

IG-88C: After you perform a (boost) action, you may perform an (evade) action.

Starviper-class Attack Platform

  • Microthrusters: While you perform a barrel roll, you must use the (left bank) or (right bank) template instead of the (straight) template.

 

Black Sun Enforcer

Virago

 

Prince Xizor: While you defend, after the Neutralize Results step, another friendly ship at range 0-1 and in the attack arc may suffer 1 (hit) or (critical) damage. If it does, cancel 1 matching result.

 

Guri: At the start of the Engagement Phase, if there is at least 1 enemy ship at range 0-1, you may gain 1 focus token.

Dalan Oberos

Black Sun Assassin

Firespray-Class Patrol Craft

 

Boba Fett: While you defend or perform an attack, you may reroll 1 of your dice for each enemy ship at range 0-1.

Andrasta

 

Krassis Trelix: You can perform (front arc) special attacks from your (rear arc).

While you perform a special attack, you may reroll one attack die.

Seen here: https://youtu.be/bsY59idxRBU?t=7m53s

Kath Scarlet: While you perform a primary attack, if there is at least 1 friendly non-limited ship at range 0 of the defender, roll 1 additional attack die.

 

Koshka Frost: While you defend or perform an attack, if the enemy is stressed, you may reroll 1 of your dice.

 

Slave I (Title) new System Open Alt Art

Marauder: (Title) While you perform a primary (rear arc) attack, you may reroll 1 attack die. Add (gunner) slot.

Bounty Hunter

Emon Azzameen

  • New dial  vs.Image result for firespray dial

M3-A Interceptor

  • Weapon Hardpoint: You can equip 1 (cannon), (torpedo), or (missile) upgrade.

 

Cartel Spacer

Quinn Jast

Laetin A’Shera

Genesis Red

Tansarii Point Veteran

Serissu

Sunny Bounder

Inaldra

BTL-A4 Y-Wing (Scum)

Drea Renthal

Kavil

Hired Gun

Crymorah Goon

JumpMaster 5000
 

Contracted Scout

Dengar: After you defend, if the attacker is in your (front arc), you may spend 1 (charge) to perform a bonus attack against the attacker.

Tel Trevura


Manaroo

 

Punishing One: (Title, Scum, Jumpmaster 5000) While you perform a primary attack, if the defender is in your (front arc), roll 1 additional attack die. Remove (crew) slot. Add (astromech) slot.

YV-666 Light Freighter

Trandoshan Slaver
 

Hound’s Tooth: (Title, Scum, YV-666 Freighter) 1 Z-95-AF4 Headhunter can dock with you.



Moralo Eval: If you would flee, you may spend 1 (charge). If you do, place yourself in reserves instead. At the start of the next Planning Phase, place yourself within range 1 of the edge of the play area that you fled from. [2 charges]

 

Bossk: When you perform a primary attack, after the Neutralize Results step, you may spend 1 (critical) result to add 2 (hit) results.

Latts Razzi

Z-95-AF4 Headhunter (Scum)

  • scum z-95 has illicit slot

Binayre Pirate

 

Nashtah Pup: You can deploy only via emergency deployment, and you have the name, initiative, pilot ability, and ship (charges) of the friendly, destroyed Hound’s Tooth. Escape Craft: Setup: Requires the Hound’s Tooth. You must begin the game docked with the Hound’s Tooth.

Kaa’To Leeachos

N’Dru Suhlak

Black Sun Soldier

Scurrg H-6 Bomber

- scum only

 

Lok Revenant

Sol Sixxa

Captain Nym

Havoc

Fang fighter

  • Concordia Faceoff: While you defend, if the attack range is 1 and you are in the attacker’s (front arc), change 1 result to an (evade) result.
  • new movable model
  • Worlds 2018 alt art below. new concordia faceoff (title) wording works if you don’t have the enemy ship in arc

 

Zealous Recruit

Skull Squadron Pilot

 

Fenn Rau: While you defend or perform an attack, if the attack range is 1, you may roll 1 additional die.

Kad Solus (Translation: “After having completely executed a red maneuver, gain 2 focus tokens.”)

Joy Rekkoff: While you perform an attack, you may spend 1 (charge) from an equipped (torpedo) upgrade. If you do, the defender rolls 1 fewer defense die.

 

Old Teroch: At the start of the Engagement Phase, you may choose 1 enemy ship at range 1. If you do and you are in its (front arc), it removes all of its green tokens.

Kihraxz Fighter

  • Native white barrel roll
  • 1 hull more
  • has 3 modification slots

 

Cartel Marauder

 

Viktor Hel: After you defend, if you did not roll exactly 2 defense dice, the attacker gains 1 stress token.

 

Talonbane Cobra: While you defend at attack range 3 or perform an attack at attack range 1, roll 1 additional die.

Graz

Captain Jostero

Black Sun Ace

G-1A Starfighter

 

Gand Findsman

 

Mist Hunter (Title, Scum, G-1A Starfighter) Add (cannon) slot. [Add a white (barrel roll)]


4-LOM: After you fully execute a red maneuver, gain 1 calculate token. At the start of the End Phase, you may choose 1 ship at range 0-1. If you do, transfer 1 of your stress tokens to that ship.

Zuckuss

M12-L Kimogila Fighter

  • Dead to Rights: While you perform an attack, if the defender is in your (bullseye arc), defense dice cannot be modified using green tokens.

 

Cartel Executioner

Dalan Oberos

Torani Kulda

 Lancer-Class Pursuit Craft

 

Shadowport Hunter

Shadowcaster

 

Asajj Ventress: At the start of the Engagement Phase, you may choose 1 enemy ship in your (mobile arc) at range 0-2 and spend 1 (force). If you do, that ship gains 1 stress token unless it removes 1 green token.

Sabine Wren

Ketsu Onyo

Hwk-290 Light Freighter (Scum)
 


 

Spice Runner

 

Palob Godalhi: At the start of the Engagement Phase, you may choose 1 enemy ship in your firing arc at range 0-2. If you do, transfer 1 focus or evade token from that ship to yourself.

 

Torkil Mux: At the start of the Engagement Phase, you may choose 1 ship in your firing arc. If you do, that ship engages at initiative 0 instead of its normal initiative value this round.

 

Dace Bonearm: After an enemy ship at range 0-3 receives at least 1 ion token, you may spend 3 (charges). If you do, that ship gains 2 additional ion tokens. [3 charges, Regenerate]


 

Moldy Crow (Title, Rebel or Scum, HWK-290) Gain a (front arc) primary weapon with a value of “3.” During the End Phase, do not remove up to 2 focus tokens.

Customized YT-1300 Light Freighter

Scum Falcon has a different name than Rebel Falcon (different statline as well)


Lando Calrissian

Han Solo

L3-37

Falcon Escape Craft

Ship Ability: While you are docked your ship has your pilot ability in addition to its own.

L3-37: ...not shielded, decrease difficulty of your bank (left and right bank) maneuvers).

TIE Reaper 

  • Adaptive Ailerons: Before you reveal your dial, if you are not stressed, you must execute a white [1 (left bank)], [1 (straight)], or [1 (right bank)] maneuver.

“Vizier”

Major Vermeil

 

Captain Feroph: While you defend, if the attacker does not have any green tokens, you may change 1 of your (focus)/blank results to an (evade) result.

TIE Advanced X1

  • Advanced Targeting Computer: While you perform a primary attack against a defender you have locked, roll 1 additional attack die and change 1 (damage) result to a (critical) result.
  • evade action gone
  • new dial, has a talon roll, white 1 straight, blue 2 bank
  • has a System slot in addition to the baked-in Advanced Targeting Computer

 
Storm Squadron Ace

  •  vs.

  

Darth Vader (promo for North American and European Championships.) After you perform an action, you may spend 1 (force) to perform an action.

 

Maarek Stele: While you perform an attack, if the defender would be dealt a faceup damage card, instead draw 3 damage cards, choose 1, and discard the rest.

 

Ved Foslo: While you execute a maneuver, you may execute a maneuver of the same bearing and difficulty of a speed 1 higher or lower instead.

 

Zertik Strom: During the End Phase, you may spend a lock you have on an enemy ship to expose 1 of that ship’s damage cards. 

TIE/LN Fighters

  • Some (all?) named TIE Fighters have two mod slots (see threat cards, no info about regular TIEs)
  • action bar the same, dial same

 

Sabine Wren: Before you activate, you may perform a (barrel roll) or (boost) action.

 

“Howlrunner”: “While a friendly ship at range 0-1 performs a primary attack, that ship may reroll 1 attack die.”

Iden Versio: “Before a friendly TIE/ln fighter at range 0-1 would suffer 1 or more damage, you may spend 1 [Charge]. If you do, prevent that damage.

Valen Rudor: “After a friendly ship at range 0-1 defends (after damage is resolved, if any), you may perform an action”

“Night Beast”: “After you fully execute a blue maneuver, you may perform a [Focus] action.”

“Mauler” Mithel: “While you perform an attack attack range 1, roll 1 additional attack die”

“Wampa”: While you perform an attack. you may spend 1 [energy] to roll 1 additional attack die. After defending, lose 1 [energy]. Energy regenerates.

Gideon Hask

While you perform an attack against a damaged defender, roll 1 additional attack die.

Del Meeko

While a friendly ship at range 0-2 defends against a damaged attacker, the defender may reroll 1 defense die.

Seyn Marana
While you perform an attack, you may spend 1 [crit] result. If you do, deal 1 facedown damage card to the defender, then cancel your remaining results. 

“Scourge” Skutu

While you perform an attack against a defender in your (bullseye arc), roll 1 additional attack die.

Ezra Bridger: “While you defend or perform an attack, if you are stressed, you may spend 1 [Force] to change up to 2 of your [Focus] results to [Evade] or [Damage] results.

“Zeb” Orrelios

Captain Rex

Alpha-Class Star Wing

Nu Squadron Pilot


 

XG-1 Assault Configuration (Configuration)

 

OS-1 Arsenal Loadout (Configuration)


Lieutenant Karsabi

Major Vynder

Rho Squadron Pilot

 TIE Defender

  • Full Throttle: After you fully execute a speed 3-5 maneuver, you may perform an (evade) action.
  • Valen Rudor is also a pilot for the TIE defender, Initiative 3

 

Onyx Squadron Ace


 

Countess Ryad

Rexler Brath: After you perform an attack that hits, if you are evading, expose 1 of the defender’s damage cards.

Colonel Vessery

Lambda-Class T-4a Shuttle

 Omicron Group Pilot

Lieutenant Sai

Colonel Jendon

Captain Kagi

TIE Advanced V1

 

Baron of the Empire

 

Inquisitor

 

Grand Inquisitor [note - might not prevent the defender’s range 3 bonus]

Inquisitor has a Force upgrade slot and a Force point, while Baron of the Empire has a Talent upgrade slot (and is cheaper?).

TIE/AG Aggressor

 

Onyx Squadron Scout

TIE/SK Striker

  • Adaptive Ailerons: Before you reveal your dial, if your are not stressed, you must execute a white [1 (left bank)], [1 (straight)], or [1 (right bank)] maneuver.
  • gets a bomb slot (now called a “device” slot)

 

Planetary Sentinel

 

Duchess

TIE/CA Punisher

 

“Deathrain”

 

VT-49 Decimator

Patrol Leader

Dauntless (Title)

2 crew slots

Rear Admiral Chiraneau:  While you perform an attack, if you are reinforced and the defender is in the [Full Front] or [Full Back] matching your reinforce token, you can change 1 of your [Focus] results to a [Critical] results.”

 

Captain Oicunn

Oicunn can attack in range 0 (touching)

TIE/PH Phantom

  • Stygium Array: After you decloak, you may perform an (evade) action. At the start of the End Phase, you may spend 1 (evade) token to gain 1 cloak token.

 

Imdaar Test Pilot

Echo

 

Whisper

TIE Interceptor

  • has 2 modification slots
  • Interceptors can do both boost + barrel roll, but can no longer do focus + evade (except by Soontir Fel’s pilot ability)

 

Saber Squadron Ace

 

Soontir Fel

Turr Phennir

TIE/SA Bomber

  • Nimble Bomber: If you would drop a device using a (straight) template, you may use a (left bank) or (right bank) template of the same speed instead.

 

Scimitar Squadron Pilot

 

Deathfire

Major Rhymer

Captain Jonus

Tomax Bren

T-65 X-Wing

  • Gained 1 hull (up from 3 to 4)

 

Blue Squadron Escort

- foils change before activation

 

 

Servomotor S-Foils (Configuration)

-new dial 

 vs.

Add Cavern Angels Zealot (I1, Illicit slot)

 

Garven Dreis

 

Thane Kyrell

Red Squadron Veteran

Jek Porkins

 

Luke Skywalker

Wedge Antilles

 

Biggs Darklighter

 

Edrio Two Tubes left wave 14, right article and test game with team covenant

Has Ilicit slot

Thane Kyrell - While you perform an attack, you may spend 1 [focus], [crit] or [hit] result to look at the defender’s facedown damage cards, choose 1 and expose it.

Leevan Tenza

Has Illicit slot

Kullbee Sperado

Has Illicit Slot

BTL-S8 K-Wing

 

Warden Squadron Pilot

 

Miranda Doni

Esege Tuketu

E-Wing

  • Experimental Scanners: You can acquire locks beyond range 3. You cannot acquire locks at range 1.

 

Rogue Squadron

 

Corran Horn

Knave Squadron Escort

Gavin Darklighter

BTL-A4 Y-Wing

  • Has gunner slot
  • Many unique pilots have elite slot
  • bomb slot

 

Gold Squadron Veteran

Norra Wexley

Horton Salm

Dutch” Vander

Evaan Verlaine

  • new dial vs

 

Gray Squadron Bomber

UT-60D U-Wing

 

Blue Squadron Scout

 

Pivot Wing (Configuration)

Add Partisan Renegade? (I1, Illicit slot)

 

Benthic Two Tubes

Saw Gerrera
- illicit slot

Magva Yarro
- has an illicit slot

Heff Tobber

Cassian Andor

Bodhi Rook

YT-2400 Light Freighter

  • Sensor Blindspot: While you perform a primary attack at range 0-1, do not apply the range 0-1 bonus dice and roll 1 fewer attack dice.
  • Lost a shield, but gained a hull = still 10 health
  • barrel roll now red
  • double-arc turret

 

Dash Rendar

“Leebo”

 

Wild Space Fringer

Outrider (Title)

Modified YT-1300 Light Freighter

 

Han Solo

Chewbacca

Lando Calrissian


 

Outer Rim Smuggler

 

Millennium Falcon (Title)

HWK-290 Light Freighter (Rebels)

 

Jan Ors: While a friendly ship in your firing arc performs a primary attack, if you are not stressed, you may gain 1 stress token. If you do, that ship may roll 1 additional attack die.

Roark Garnet: At the start of the Engagement Phase, you may choose 1 ship in your firing arc. If you do, it engages at initiative 7 this round instead of its standard initiative value this phase.

Kyle Katarn: At the start of the Engagement Phase, you may transfer 1 of your focus tokens to a friendly ship in your firing arc.


 

Moldy Crow (Title, Rebel or Scum, HWK-290) Gain a (front arc) primary weapon with a value of “3.” During the End Phase, do not remove up to 2 focus tokens.

RZ-1 A-Wing

  • Vectored Thrusters:  After you perform an action, you may perform a red (boost) action.
  • missile slot
  • native barrel roll
  • red 3 S-loops on dial

 

Phoenix Squadron Pilot

 

Arvel Crynyd

 

Jake Farrell

Green Squadron Pilot

Z-95-AF4 Headhunter (Rebels)

 

Bandit Squadron Pilot

Kaa’to Leeachos: At the start of the Engagement Phase, you may choose 1 friendly ship at range 0-2. If you do, transfer 1 focus or evade token from that  ship to yourself.

Tala Squadron Pilot

Lieutenant Blount: While you perform a primary attack, if there is at least 1 other friendly ship at range 0-1 of the defender, you may roll 1 additional attack die.

Airen Cracken: After you perform an attack, you may choose 1 friendly ship at range 1. That ship may perform an action, treating it as red.

Auzituck Gunship

  • lost 1 shield, gained no hull
  • gained red barrel roll

 
Kashyyyk Defender


Wullffwarro: While you perform a primary attack, if you are damaged, you may roll 1 additional attack die.

Lowhhrick: After a friendly ship at range 0-1 becomes the defender, you may spend 1 reinforce token.  If you do, that ship gains 1 evade token.

Arc-170 Starfighter

 

Garven Dreis

Norra Wexley

Ibtisam

Shara Bey

A/SF-01 B-Wing

 

Blue Squadron Pilot

Blade Squadron Veteran

Braylen Stramm

 Ten Numb: While you defend or perform an attack, you may spend 1 stress token to change all of your [focus] results to [evade] or [damage] results

  • Focus to red barrel roll linked action
  • The ship keep the barrel roll as white
  • red 1 tallon roll
  • 3 straight blue

Attack Shuttle

  • Locked and Loaded: While you are docked, after your carrier ship performs a primary (front arc) or (turret) attack, it may perform a bonus primary (rear arc) attack.

 

Ezra Bridger

“Zeb” Orrelios

Sabine Wren

Hera Syndulla

  

Phantom (Title)

Sheathipede-Class Shuttle

  • Comms Shuttle: While you are docked, your carrier ship gains (coordinate). Before your carrier ship activates, it may perform a (coordinate) action.

 

AP-5

“Zeb” Orrelios

Ezra Bridger

Fenn Rau

VCX-100 Light Freighter

 

Lothal Rebel

“Chopper”: At the start of the Engagement Phase, each enemy ship at range 0 gains 2 jam tokens.

Kanan Jarrus: While a friendly ship in your firing arc defends, you may spend 1 (Force). If you do, the attacker rolls 1 fewer attack die.

 

Hera Syndulla

 

Ghost (Title)



“Math-Wing”

http://xwing.gateofstorms.net/2/multi/ dice calculator app

Cardboard from the new T-65 X-Wing


Threat Cards

NB: One bar is approximately 25 points. Devs noted a threat level of 8 is best for a 200 pts game.

Possible point costs

Some of them are from the EU Nationals, that were told by Alex (there may be some stuff wrong, “/” indicates a value told or mentioned by another source):

  • R2-D2 (Astromech): 10
  • Predictive Shot (Force Power): 5
  • Proton Torpedoes (Torpedoes): 8
  • R5-D8 (Astromech): 7
  • Jek Porkins (Pilot): 48 (not clear if with or without upgrades)
  • Luke (Gunner): 30
  • Dash (Pilot): 98 base, has both gunner and crew
  • Outrider (Title): 12
  • Generic Defender (Pilot): 72, you definitely can't get 3
  • You should be able to get 3 E-Wings
  • Ezra (Gunner): 14
  • Miranda (Pilot): 42/45, has both gunner and crew
  • Generic Wookiee (Pilot): 46
  • Han (Pilot): 92
  • Leebo (Pilot): 92
  • C-3PO (Crew): 12
  • Lothal Rebel (Pilot): 70
  • Corran Horn (Pilot): 74
  • Advanced Sensors (System): 8
  • Lone Wolf (Talent): 5
  • Leia (Crew): 6
  • Lando (Pilot): 90
  • Veteran Turret Gunner (Gunner): 10
  • Braylen Stramm (Pilot) and named B-Wings: 50
  • Nien Nunb (Crew): 6

Stream Lists/Test Lists

Printable base tokens (PDF) and Printable Damage deck (PDF) for a proxy game, thanks to u/Ablazoned

Thingiverse link to medium bases

Points for testing by Goldsquadron (everything is guessed):

Rebels - Pilots and Upgrades

Empire - Pilots and Upgrades

Scum - Pilots and Upgrades

FFG Worlds Stream Demo Lists

Following are the three lists that were played on the FFG stream during Worlds. If you want to test 2.0 already, these are some of the lists that are out there (Thanks to Ryan Farmer from Mynock Squadron for the Pictures!).

Scum:

  • Boba Fett (Firespray, new dial and base-size):
  • Seismic Charges
  • Inertial Dampeners
  • Perceptive Copilot
  • Joy Rekkoff (Fang Fighter):
  • Fearless
  • Ion Torpedos
  • Zealous Recruit (Fang Fighter)

Empire:

  • Darth Vader (Tie Advanced, new dial):
  • Sense
  • Fire control system
  • Cluster missiles
  • 4 x Black Squadron Ace:
  • Crack shot

Rebels:

  • Wedge Antilles (T-65 X-Wing, new dial):
  • S-Foils
  • Afterburners
  • Predator
  • Luke Skywalker (T-65 X-Wing, new dial):
  • S-Foils
  • Instinctive aim
  • R2D2
  • Proton Torpedos
  • Gold Squadron Veteran (Y-Wing, new dial):
  • Expert handling
  • Ion Turret
  • R5 Astromech
  • Proton Bombs

 

Demo Bells of Lost Souls

There are two more lists (Empire and Rebels) out there that were played on the Team Covenant Youtube Video, will add them soon.

This following List was played on the bells of lost souls’ Youtube channel:

Rebels:

  • “Dutch” Vander
  • Seismic Charges
  • Ion Cannon Turret
  • Selfless
  • Wedge Antilles (T-65 X-Wing, new dial):
  • S-Foils
  • R5 Astromech
  • Outmaneuver
  • Luke Skywalker (T-65 X-Wing, new dial):
  • S-Foils
  • Instinctive aim
  • R2D2
  • Proton Torpedos

        

 

Demo Team Covenant

The Next two lists were flown on Team Covenant’s Youtube channel.

Rebels:

  • Benthic Two Tubes (U-Wing)
  • Pivot Wing
  • Perceptive Copilot
  • Advanced Sensors
  • Edrio Two Tubes (T-65 X-Wing, new dial)
  • S-Foils
  • Gray Squadron Bomber (Y-Wing, new dial)
  • Ion Cannon Turret
  • Seismic Carghes
  • Jek Porkins (T-65 X-Wing, new dial)
  • S-Foils
  • Proton Torpedos

Empire:

  • Captain Feroph (Tie Reaper)
  • Elusive
  • Tactical Officer
  • Director Krennic
  • Maarek Stele (Tie Advanced, new dial)
  • Ruthless
  • Fire-Control System
  • 3 x Black Squadron Ace
  • Crack shot


EU Nationals Lists

This Squad was played at the EU Nationals. I did not find a screenshot yet.

  • Luke
  • r2 astromech
  • supernatural reflexes
  • afterburners
  • sfoils
  • Han Solo
  • Bistan
  • Engine Upgrade
  • Lando Calrissian
  • title
  • trickshot

Alex Davy was flying:

  • Luke
  • r2d2
  • proton torps
  • instinctive aim
  • s-foils
  • Wedge
  • r4 astromech
  • outmaneuver
  • s-foils
  • Norra (Y-wing)
  • Expert handling
  • Ion cannon turret
  • Proton torps
  • seismic charges

Alex played against:

A)

  • Leebo
  • C-3PO
  • Outrider
  • Lone Wolf
  • Luke gunner
  • Braylem B-Wing
  • Advanced Sensors

B)

  • Chopper
  • Ghost
  • Ion Cannon Turret
  • Freelance Slicer
  • Kanan
  • Veteran Turret Gunner
  • Ezra (Sheathipede)
  • Baze Malbus
  • R5 Astromech
  • Zeb (attack shuttle)
  • Phantom (docked)

C)

  • Han Solo
  • title
  • Engine Upgrade
  • Kanan Jarrus
  • Veteran Turret Gunner
  • Z-95 (no upgrades)
  • Cassian Andor
  • Jyn Erso
  • Pivot Wing
  • Perceptive copilot

D) (see picture)

  • Miranda Doni
  • Bomblet
  • Advanced Slam
  • Braylen Stramm
  • Lando Calrissian
  • Nien Nunb

A friend sent me this (200 pts?) list played by somebody at EU Champs:

Simulators

Vassal:

http://xwvassal.info

No direct Vassal implementations so far to my knowledge but you can fly all small ship lists in Vassal so far with some “work”. Bullseye arc can be generated with a Kimogila base, manual barrel rolls and so forth. (Mu0n’s note: you can activate a bullseye range finder on all small ships with CTRL-SHIFT-X (even if it does not have the bullseye arc graphic toggle with CTRL-X - only the Kimogila does)). There’s a handy guide for all shortcuts related to all types of arcs and their associated range finder in the ‘How To & Shortcuts’ button in the main window of the module.). You can witness 2e development progress here: https://docs.google.com/spreadsheets/d/1O7ljkd5wmkbuxJzj8MaqnE0cRFKjzJNzXsVlZ3h-5eQ/edit?usp=sharing

Tabletop Simulator:

https://steamcommunity.com/sharedfiles/filedetails/?id=1386600664

Direct link to a 2.0 mod, did not test it. I don’t have Tabletop Simulator. Happy for comments/reviews

From one of the developers of the mod: “Yesterday we released a major update, now all the spoiled quickbuild cards and the 12 200 points squads used on demo games are available with easy one button spawning from cards. There were also changes in the code to adapt a few things to the new rules, like arc spawning and barrel rolls. Most of the 3d models were reworked and are looking a lot better now.

We are working on all revealed content while preparing new features.

Currently available only spoiled lists/playable ships, but right now we are working on a list spawner, so you can play with speculative lists while FFG don't release the legendary app, and the plan is to see how the FFG's app outputs its data so we can use it to easily spawn lists.

Hope you guys enjoy!”


-All ships now ha
ve Bullseye arc in front arc

-Adapting to new rules, you can spawn each arc individually by a button on dials (front, rear and sides).

-Medium base ships available for play (U-Wing, K-Wing, TIE Reaper, Firespray)

-New dials for every ship in 2.0.

-Major updates coming soon. (All spoiled content available for speculative play)

Fly Casual:

https://github.com/Sandrem/FlyCasual 

Fly casual simulator has 2.0 support as well for the demo squads.

Screenshots

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