One of the defining elements of the game of X wing is the use of standard maneuvers to control how and where a ship moves. These maneuvers are broken into “standard” and “advanced” maneuvers.

Standard

Each standard maneuver is broken into two parts: speed and bearing. Speeds range from 1 through 5, represented by the numbers on the maneuver templates. Bearing is represented on those same templates by different symbols.

The first symbol above is the “straight” bearing. Easy enough, right? Straight maneuvers come in speed 1 through 5.

The second symbol is the “bank” bearing, which after completing the maneuver places your ship at a 45* angle from its original position. The third standard symbol is the “turn” bearing. Completing one of these maneuvers will place your ship at a 90* angle left or right from its starting position. The bank and turn bearings come with a speed range of 1 through 3.

Completing each of these maneuvers is simple: place the template within the front guides of your ship, then move the ship to the other end by placing the ship’s rear guides around the template.

Advanced

Advanced maneuvers are not much more complicated to understand than standard ones, but the hard part is learning how to use them.

The first advanced maneuver type is called a “stationary.” This type of maneuver does exactly what you would expect . . . nothing. Dialing in this maneuver leaves the ship in the exact same place it was before you revealed the dial. Anything you were at R0 of, you are still at R0 of.

Quadjumper dial Sheathipeade dial

The next type of advanced maneuver, the reverse, is rare to see, with only a few ships having it on their dial. A reverse maneuver may be of any standard bearing type, and unsurprisingly works in reverse of the standard maneuvers. Completing a reverse requires that the appropriate template be placed in the rear guides of your ship, and the ship then be placed with the front guides around the template.

The next two maneuver types are very similar in concept. The Koiogran turn (“KTurn”) and Segnor’s loop (“SLoop”) maneuvers use the same procedure with different templates. When you dial in a KTurn, after you place the template in the front guides of your ship, you do not move the ship so its rear guides are around the template. Instead, you flip the ship so that its front guides are again around the template. The same goes for SLoops. The difference is that KTurns use straight templates, while SLoops use bank templates. Each of these maneuvers allows your ship to turn around.

The Tallon roll (“TRoll”) likewise allows your ship to turn around. When you dial in a TRoll, however, your ship will rotate 90* at the end of the maneuvers in the direction of the maneuver. For example, if Ved Foslo performs a speed 3 TRoll to the left, you would place the 3 turn maneuver template into the front guides. At the other end of the template you would place Foslo with the left side of his base aligned with the end of the template.

Each of these last three maneuvers types, the KTurn, SLoop, and TRoll, all have one catch. You must fully perform the maneuver in order to turn around. If you dial in a speed 2 SLoop, and your ship would end overlapping another ship, you do not get to turn around. Instead, you partially execute the maneuver as if you had dialed in the appropriate standard maneuver for the template used. In the example used, you would partially execute a 2 bank maneuver.

Difficulty

Each of these maneuvers, when present on a maneuver dial, is given a different color. These colors indicate the difficulty that ship would have in completing the maneuver. A white maneuver is one which is neutral to complete, it is neither easy nor difficult. To that end, when you complete a white maneuver, CONGRATULATIONS, you’ve completed a white maneuver. Nothing special happens.

A red maneuver indicates a maneuver that the ship would have a hard time completing. The advanced maneuvers are most often red maneuvers. But some ships either lack the speed to complete fast maneuvers easily (like the ARC-170’s red 4 straight) or move entirely too fast to make the short distance maneuvers without issue (like the TIE Defender’s red 1 and 2 turns). Once you have completed a red maneuver, your ship takes a stress. Stress will be discussed in more detail later on, but suffice it to say that it limits the choices that ship may have.

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Contrarily, a blue maneuver indicates one which that ship finds particularly easy. These type of maneuvers tend to be slower and either straight or bank maneuvers. More nimble ships have lots of blue maneuvers (like the TIE Interceptor’s whopping 7 blue maneuvers) while slow, lumbering ships tend to have fewer (like the Y wing’s 4). The ease with which a ship can complete blue maneuvers means that after completing such a maneuver, the ship can remove a stress token.