Making the Jump to Hyperspace

What is Hyperspace?

Ship Choices

These lists are stripped down to the bare essentials, leaving room to tweak as you see fit. I want to focus on the pilots we can expect to see more frequently.

First Order Lists





Quickdraw-TIE/SF

-Special Forces Gunner





Null-TIE/FO

-Squad Leader





184 points



The maneuverability of the Silencer makes it great at re-positioning out of your opponents arc and a deeper bid might be something to consider in a squad with Null. Quickdraw is another boogie-man I would expect to see quite bit. At initiative 6 with a good bid he will likely be able to re-position as well and even more so with the help of Null with Squad Leader. This is currently the list I put up for a top contender in Hyperspace and possibly extended. At 184 we have some room for Primed Thrusters on Kylo and maybe Pattern Analyzer+Fire-Control System or Advanced Sensors on Quickdraw.

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Recoil-SILENCER

-Proton Rockets





Quickdraw-TIE/SF

-Special Forces Gunner





Midnight-TIE/FO





169 points



Recoil. I feel like this pilot is a little overlooked right now. His ability is not hard to activate with the use of Autothrusters, allowing him to shoot Proton Rockets even out of bullseye arc. Quickdraw again, for a higher initiative pilot and rounded off with Midnight. There are a lot of points left over here to be filled. Squad leader on Midnight to let Recoil re-position isn't bad with his low initiative. I think that Primed Thrusters and either Crackshot or Predator would be well suited on Recoil. All in all I think this list has the damage output and the resources to put up results.

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Starkiller Base Pilot-UPSILON

-General Hux





Zeta Squadron Survivor-TIE/SF

-Special Forces Gunner





Zeta Squadron Survivor-TIE/SF -Special Forces Gunner





Zeta Squadron Survivor-TIE/SF -Special Forces Gunner





199 points



There's not really a lot to say about this list. It's really straightforward and I appreciate it's simplicity. Special forces gunner makes this mini swarm nothing to be under-estimated. General Hux is getting full value with his ability as all the other ships are the same type. My concern here is the Upsilon, it has a hard time turning around already and without Collision Detector it will be even more difficult.





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Imperial Lists

Darth Vader-TIE ADVANCED/X1

-Supernatural Reflexes

-Afterburners





Pure Sabacc-STRIKER





Seyn Marana-TIE

-Marksmanship





Gideon Hask-TIE

-Crackshot





196 points



I'm very excited for Darth Vader in this format. He is still a little costly but hopefully that changes come point adjustment. Vader was a bit over-estimated when 2.0 launched and hopefully I'm not in the same mindset about him with Hyperspace. His speed and re-positioning skills out-class a lot of what's in the format with some exceptions (Poe, I'm looking at you) and paired with a Striker, I think this list could put up results as well. I chose Pure Sabacc here for the potential 5 dice at range 1 but that might be over-zealous. Countdown or Dutchess are great options as well, particularly Countdown in my opinion. His ability will help to ignore Kylo's ability which I'm sure will be around a lot.





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Major Vermeil-REAPER

-Death Troopers





Seyn Marana-TIE

-Marksmanship





Del Meeko-TIE

-Crackshot





Gideon Hask-TIE

-Crackshot





Iden Versio-TIE

-Crackshot





189 points



This list is also pretty straightforward. The loss of Sloane in Hyperspace is kind of a big hit to the 4 horsemen swarm but I think they may perform well without it. The idea here is to fly in formation with Vermeil shooting last. Coordinate can help out the other ships that might need to barrel roll. Death Troopers is here to help punish evasive maneuvers from your opponents. Maybe not the best option for Hyperspace but I think it would be a lot of fun. It has the firepower to get there but it's squishy.





See you in Hyperspace









With Hyperspace season fast approaching, it's time to start building for the format. Whether you will be competing in the format as a last ditch effort for an invitation to Worlds or just for fun, these lists may help to give you an idea of what you may encounter or want to play. With the upcoming point adjustment sometime at the beginning of 2019, I left some of these lists pretty open for adjustment. So season to taste before or after the point adjustment.The Hyperspace event is a limited format on day 2 of a Systems Open. Any player who goes undefeated for the 6 rounds of the event will receive an invitation to the X-Wing World Championship. You can read more about the Systems Open series here: / https://www.fantasyflightgames.com/en/news/2018/11/5/2019-system-open-prizes/ and more about the building restrictions here: https://www.fantasyflightgames.com/en/products/x-wing-second-edition/ in the point cost PDFs.Supernatural Reflexes_________________________________________________________________________________-Marksmanship-Fire-Control System-Crackshot-Fire-Control System-Crackshot-Fire-Control System-Crackshot-Fire-Control SystemI really enjoyed this list when 2.0 first launched. I think it has enough dice and mods to be competitive, the problem lies in the low initiative and requiring a target lock for that extra dice. Not a huge deal but it can be a problem sometimes as you feel like you waste an action. If the X1 sees a point decrease, it would be interesting to be able to either fit another ship or possibly a combination of Ion Missiles/Homing Missiles.