Last Update: 01/31/2019 with Wave 2 and Points Update 1.1.

X-wing 2.0 launches with a wide variety of upgrades carrying over from 1.0. Similar to the guides we did for 1.0, we’re going to start looking at making sense of all of the new upgrades and how they will function in 2.0:

Ranking – We’re going to rank each card within an upgrade slot. This is an imperfect ranking as the usefulness of any card is mostly determined by how and where you use it. But it’s an easy number to grasp and can serve as a starting point when trying to pick your upgrades.

– We’re going to rank each card within an upgrade slot. This is an imperfect ranking as the usefulness of any card is mostly determined by how and where you use it. But it’s an easy number to grasp and can serve as a starting point when trying to pick your upgrades. Comments- Some general thoughts about how to use this upgrade. If this upgrade had an equivalent in 1.0, we’ll give a few notes about how it plays differently

Some general thoughts about how to use this upgrade. If this upgrade had an equivalent in 1.0, we’ll give a few notes about how it plays differently Combos– If there are any noteworthy cards this upgrade combos with it will be noted here. Not all cards have this section.

Other Guides

Personnel Astromechs (Coming Soon) Crew Rebel Resistance (Coming Soon) Imperial First Order (Coming Soon) Scum Generic Gunners (Coming Soon) Pilot Upgrades Force Powers Talents Ship Upgrades Devices (Coming Soon) Illicit (Coming Soon) Modifications (Coming Soon) Sensor (Coming Soon) Tech (Coming Soon) Weapon Systems Cannon Missiles Torpedoes Turrets

Generic Crew

Ships with Crew

Rebel ARC-170 Attack Shuttle Auzituck (two) HWK-290 K-Wing Sheathipede U-Wing (two) VCX-100 (two) YT-1300 (two) YT-2400

Imperial Lambda Shuttle (two) TIE Phantom TIE Reaper (two) VT-49 Decimator (two)

Scum Escape Craft Firespray-31 G-1A HWK-290 Jumpmaster 5000 Lancer Quadjumper Scurrg H-6 Bomber YT-1300 (two) YV-666 (three)



Ranked List

Tactical Officer Perceptive Co-Pilot Freelance Slicer Informant Seasoned Navigator GNK “Gonk” Droid Novice Technician

Crew (listed alphabetically)

Freelance Slicer (Wave 1 Conversion Kit)

Cost: 3 points

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 Crit result, gain 1 jam token.

Ranking- 3

Comments Trade a lock for jamming your attacker. This is better than it seems at first. It allows you to use your lock for either offense or defense, which doubles the usefulness of this one action. The death of this card is the chance of jamming yourself. You’re already burning a target lock to make it work. Adding the setback feels unnecessary.

Combos R3 Astromech- Having two locks gives you the chance to use one on offense and defense depending on which ship attacks you. Magva Yarro (Rebel Crew)- If the attack hits, at least you’ll get your lock back. ISB Slicer (Imperial Crew)- If your target doesn’t have any tokens to strip, you can still apply a jam token and make them hold on to it.



GNK “Gonk” Droid (Wave 1 Conversion Kit)

Cost: 10 points

Charge: 1

Setup: Lose 1 Charge.

Action: Recover 1 Charge.

Action: Spend 1 Charge to recover 1 shield.

Ranking- 6

Comments Shield regeneration for everyone with a crew slot. No faction left behind. It still costs you two actions to recover a single shield. Unlike 1.0 you can’t bank a bunch of shields to use later. It’s a trap card though. 10pts is a major investment and very rarely will you ever have two free actions to use.

Combos Chopper (Astromech)- Maybe, if there is some amazing upgrade gets released that you want to renew its charges on using Chopper, you can use GNK with it to get the shields he burns back.



Informant (Wave 1 Conversion Kit)

Cost: 5 points

Setup: After placing forces, choose 1 enemy ship and assign the Listening Device condition to it.

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

Ranking- 4

Comments Intelligence Agent….but more expensive and limited to being used against only a single target. And unique.

Combos TIE Phantom- This triggers during the system phase, same as decloaking. This makes it useful for deciding if, and which direction, to decloak.



Novice Technician (Wave 1 Conversion Kit)

Cost: 4 points

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.

Ranking- 7

Comments This does not require an action. That’s really all it has going for it. If you have only one damage card, it’s a 3/8 chance of doing nothing. If you have multiple damage cards, it’s a 3/8 chance of trading one annoying crit for another.



Perceptive Copilot (Wave 1 Conversion Kit)

Cost: 8 points

After you perform a Focus action, gain 1 focus token.

Ranking- 2

Comments 1.0 Recon Specialist. But now properly costed. It’s a good ability and always worth having. But it’s now priced high enough it’s a tough call on whether it’s worth the cost.

Combos Esege Tuketu (K-Wing Pilot)/Kyle Katarn (HWK-290)/Benthic Two Tubes (U-Wing)- All these pilots like to share focus. Why not have two? Jyn Erso (Rebel Crew)- Jyn is the new Jan. Combined with Perceptive Copilot you can have both.



Seasoned Navigator (Wave 1)

Cost: 5 points

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.

Ranking- 5

Comments This is 1.0’s Stay on Target more than it is 1.0’s Navigator. Interestingly, it increases the maneuver difficulty rather than just making it red. This means you can use it on a blue and not take any stress. But you also can’t decide to turn around. You’ll need to set your dial to a K-turn/S-loop/T-roll and then change it to something else but not the other way around.

Combos Best on high Initiative pilots who know where other ships have moved. Informant (Crew)- Knowing other ships’ maneuvers gives you a reason to want to change your dial.



Tactical Officer (Wave 1)

Cost: 2 points

Adds: White Coordinate

Requires: Red Coordinate

Ranking- 1

Comments Why stress yourself out when coordinating?

Combos Squad Leader (Talent)- Turn any ship with a crew and talent into a support ship. U-Wing/VT-49 Decimator/TIE Reaper/Escape Craft- All of these ships have red coordinates.



Scum Crew

Ships with Crew

Escape Craft

Firespray-31

G-1A

HWK-290

Jumpmaster 5000

Lancer

Quadjumper

Scurrg H-6 Bomber

YT-1300 (two)

YV-666 (three)

Ranked List

0-0-0 L3-37 IG-88D Lando Calrissian 4-Lom Latts Razzi Zuckuss Qi’ra Chewbacca Cikatro Vizago Jabba the Hutt Cad Bane Ketsu Onyo Boba Fett Maul Unkar Plutt Tobias Beckett

Crew (listed alphabetically)

0-0-0 (Wave 1 Scum Conversion Kit)

Cost: 5 points

At the start of the Engagement Phase, you may choose 1 enemy ship at range 0-1. If you do, you gain 1 calculate token unless that ship chooses to gain 1 stress token.

Ranking- 1

Comments This is one of the few ways in 2.0 to stress your opponent but it does so in a very 2.0 way. Your opponent has to face a difficult choice; give you dice mods or become stressed.

Combos Boba Fett (Firespray-31)- Boba’s ability triggers at range 1, same as 0-0-0. Millennium Falcon (Title)- The Falcon gains an attack die against stressed targets so your opponent will usually give you a free Calculate token.



4-LOM (Wave 1 Scum Conversion Kit)

Cost: 2 points

While you perform an attack, after rolling attack dice, you may name a type of green token. If you do, gain 2 ion tokens and, during this attack, the defender cannot spend tokens of the named type.

Ranking- 5

Comments Almost identical to 1.0. Condenses the listed tokens to any green (which is useful now that there are 4 types, still doesn’t effect Reinforce since you don’t spend it). The increase to two ion tokens still gives large ships a freebie but gets medium base ships. A minor cost increase compared to 1.0.

Combos Juke (Talent)- Juke turns an evade into a Focus and 4-LOM keeps them from turning it back. Large Ship- Two ion’s don’t trigger on a large ship so you get one free use out of 4-LOM.



Boba Fett (Slave 1 Expansion Pack)

Cost: 4 points

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.

Ranking- 14

Comments Boba has nothing to do with his 1.0 counterpart. Kind of a gimmicky ability but it can be used effectively to force your opponent to make less than ideal choices in order to counter you.

Combos Any Device/Rigged Cargo Chute- You can put the ship carrying Boba into your opponent’s flight path and drop a device round one, limiting their choices. Moralo Eval (YV-666 Pilot)- Put Boba close and then fly Moralo off the board round one. Surround your opponent on round two.



Cad Bane (Wave 1 Conversion Kit)

Cost: 4 points

After you drop or launch a device, you may perform a red Boost action.

Ranking- 12

Comments Another crew that does not resemble their 1.0 version at all. A free boost during the System phase can be quite handy. Even though it’s red, you haven’t moved yet so can clear that stress and get your regular action.

Combos Cad Bane no longer adds a bomb slot so he’s only useful on the Firespray, Quadjumper and Scurrg who already have device slots.



Chewbacca (Lando’s Millennium Falcon Expansion)

Cost: 4 points

At the start of the End Phase, you may spend 1 focus token to repair 1 of your faceup damage cards.

Ranking- 9

Comments The younger Chewie is the more he’s all about repairs. Cheaper than the Rebel version and could potentially be used every round. Both Rebel and Scum Chewie’s feel like trap cards. Some crits are really nasty, especially a few of those that can’t be repaired. But you can’t use Chewie until the end of the round and they have a secondary cost to them on top of their squad points. Those points will almost always be better used on something offensive or directly defensive.

Combos Perceptive Copilot (Crew)- If you have two Focus tokens, it’s easier to have one available at the end of the round to repair a card.



Cikatro Vizago (Wave 1 Conversion Kit)

Cost: 1 points

During the End Phase, you may choose 2 Illicit upgrades equipped to friendly ships at range 0-1. If you do, you may exchange these upgrades.

End of Game: Return all upgrades to their original ships

Ranking- 10

Comments Very similar to the 1.0 version, Vizago has improved, as he is no longer one-time use.

Combos Cloaking Device (Illicit)- the cheat to get around your cloaking device failing still works. You can use Vizago to give a ship a perma cloak. Usually good on a Quadjumper whose main purpose is tractoring.



IG-88D (Wave 1 Conversion Kit)

Cost: 4 points

Adds Calculate

You have the pilot ability of each other friendly ship with the IG-2000 upgrade.

After you perform a Calculate action, gain 1 calculate token.

Ranking- 3

Comments This is the 1.0 version on steroids. Not only do you get IG-2000 abilities but you also gain Calculate and get double calculate tokens. Personally, I wish this was IG-88E so you could use any of the IG’s with him. I have fun with IG-88D pilot ability.

Combos 4-LOM (G-1A pilot)- Give 4-LOM double calculates instead of one. Boba Fett (Firespray pilot)- Double calculates are better than a single Focus, especially combined with Boba Fett’s rerolls. YT-1300 (Any)- Paired with IG-88C, evades after boosting plus Calculates work great for one dice defense ships.



Jabba the Hutt (Wave 1 Conversion Kit)

Cost: 6 points

Charges: 4

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.

Ranking- 11

Comments Similar in theme to 1.0 Jabba. The biggest drawback to Jabba is the mehness of 2.0 Illicit upgrades. There is no Glitterstim equivalent that is just broken good. Also, only half the current Illicts even have charges.

Combos Contraband Cybernetics (Illicit)- Instead of one round of actions and red maneuvers, you get five rounds. You end up with a ton of stress at the end but you have total dial freedom. Rigged Cargo Chute (Illicit) + Han Solo (YT-1300)- Han benefits from shooting through debris. Just absolutely litter the field with debris fields. Course, who has five cargo chute tokens?



Ketsu Onyo (Wave 1 Conversion Kit)

Cost: 5 points

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.

Ranking- 13

Comments Similar to 1.0 but her ability can be triggered in any arc now, which can be up 180 degrees on some ships.

Combos Quadjumper (Any)- Who else dishes out tractor tokens?



L3-37 (Lando’s Millennium Falcon Expansion)

Cost: 4 points

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 If you are not shielded, decrease the difficulty of your bank maneuvers.

Ranking- 2

Comments Two for one ability. Once per game, that perfect attack roll comes in just say “nah, try that again.” And then you get extra blue maneuvers for the rest of the game. Good stuff. I like the concept of a dual purpose card.

Combos Lando (YT-1300 pilot)- Lando’s ability stresses him so extra blue maneuvers has good value. Plus, they’re so cute together. Palob (HWK-290)- The HWK-290 has limited blue options and lots of red maneuvers and actions. Plus, everyone wants to kill Palob. Good value out of both sides. Zuckuss (Crew)- Be super annoying, force rerolls on attack defense.



Lando Calrissian (Lando’s Millennium Falcon Expansion)

Cost: 8 points

After you roll dice, you may spend 1 green token to reroll up to 2 of your results.

Ranking- 4

Comments In some ways, Lando is similar to 1.0 Han crew. Han let you spend a Focus token to reroll attack dice. Lando adds the ability to reroll on defense which is nice. Additionally, you can use Calculate, Reinforce or Evade tokens.

Combos IG-88D (Crew)- Double green tokens from one action. One to gain a reroll and another to modify those dice. Han Solo (Gunner)/0-0-0 (Crew)- Both of these upgrades offer additional ways to gain green tokens.



Latts Razzi (Wave 1 Conversion Kit)

Cost: 7 points

While you defend, if the attacker is stressed, you may remove 1 stress from the attacker to change 1 of your blank/ results to an Evade result.

Ranking- 6

Comments Latts is less powerful than in 1.0 as she merely lets you turn a die to an evade rather than add a free evade. She’s also almost twice as expensive.

Combos Rigged Cargo Chute (Illicit)/0-0-0 (Crew)/Asajj Ventress (Lancer Pilot)- Any way to get more stress out on your opponents gives you more chances to get your free evades.



Maul (Wave 1 Conversion Kit)

Cost: 11 points

Force Charge: 1 (Reoccurring)

After you suffer damage, you may gain 1 stress token to recover 1 Force Token.

You can equip “Dark Side” upgrades.

Ranking- 15

Comments Maul’s pretty pricey for what he does. Sure, it’s a Force token that you could potentially use more than once a round. But 13 is a lot. At this writing, we don’t have clarification of who can use “Dark Side” upgrades, and only one has been spoiled. This could potentially be a big boon in the future.

Combos Asajj Ventress (Lancer pilot)- Gives Asajj three Force tokens and the chance to recover two a round instead of one. Jabba the Hutt (Crew) + Contraband Cybernetics (Illicit)- You can use Contraband to continue taking red maneuvers and getting actions, along with using Maul to keep recovering your Force token. With Jabba you can just not care about stress for five rounds.



Qi’ra (Lando’s Millennium Falcon Expansion Pack)

Cost: 2 points

While you move and perform attacks, you ignore obstacles that you are locking.

Ranking- 8

Comments Qi’ra is well costed for what you get. You normally don’t want to blow an action on locking an obstacle. Better to just avoid it. But pre-engagement, you can grab a lock to give yourself an escape route. Or use it to misdirect your opponent on which direction you’re going to maneuver. If Scum ever gets a ship with an Astromech and Crew slot, Qi’ra will go nicely with R3’s.

Combos Han Solo (YT-1300 pilot)/Trick Shot (Talent)- Thanks to some rule clarifications, these do play well together. The defender does not get the defense bonus but you do get the bonus dice.



Tobias Beckett (Lando’s Millennium Falcon Expansion Pack)

Cost: 2 points

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.

Ranking-17

Comments This is a lot of words to say you’re allowed to move a rock after they’re all placed. The placement restrictions are all the same, with the added caveat of being beyond range 2 of all placed ships. Like most setup cards (Boba Fett (Crew), Han Solo (Resistance) or Lt. Dormitz) they can be devastating in the right circumstances but usually, have very little impact.

Combos Boba Fett (Crew)- If you’re going to mess with the board after ships are placed, might as well just go all in.



Unkar Plutt (Wave 1 Conversion Kit)

Cost: 2 points

After you partially execute a maneuver, you may suffer 1 damage to perform 1 white action.

Ranking- 16

Comments Trading a damage for an action is questionable but sometimes a real boon.

Combos High Initiative Pilot- If you’re worried about getting blocked by a swarm, Unkar can let you get an action anyways, possibly escaping the swarm or being focused/reinforced to avoid more damage than Unkar is doing to you. Quadjumpers (any)- Can’t tractor someone you bump. But with Unkar, sure, go for it.



Zuckuss (Wave 1 Conversion Kit)

Cost: 2 points

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.

Ranking- 7

Comments Zuckuss works pretty much the same as the revised 1.0 version. Can still be pretty annoying for your opponent.

Combos 4-LOM (G-1A pilot)- That stress you take isn’t a problem when you can just give it to your opponent.



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