On Notable Combinations of Pilots and Upgrades without Regard to Cost

By ObiWonka, in X-Wing

Any time I play a game, my primary goal is to have fun. Yes, I like to win, but if I'm not having fun while I do it, it's not nearly as satisfying. This thread/these articles are about taking a look at X-Wing through a pair of fun-tinted glasses.

On Notable Combinations of Pilots and Upgrades without Regard to Cost

I'm ignoring cost, because this isn't commentary on whether or not certain combinations are competitively viable. I'm also not going to include multi-upgrade (or multi-pilot) combinations, as the number of those is quite a bit larger than what I'm covering here. Nor am I going to go into to much detail on the strategy of any combination.

Rather, I'll simply point out Pilots and Upgrades that are more than the sum of their parts, from direct and overt synergy, to the smaller and more indirect. The main goal is to open eyes to fun card interactions when flying casually!

Luke Skywalker (X-Wing)

  • Proton Torpedoes: Proton Torpedoes somewhat mitigates the need for a second action to make ordnance worthwhile by adding a [crit] through its own text. It will do this for any pilot, but while other pilots are still left defenseless in the same round they take the Target Lock action to fire the Torpedoes, Luke is a little more safe thanks to his own text adding Evades to his defense rolls.
  • R2-F2/Stealth Device: By increasing Luke's Agility, you increase the odds of rolling at least one [eye] to turn into an [evade].
  • R2-D2: Between Luke's own text making him harder to hit and R2-D2 regenerating Luke's shields, Luke should be able to stick around a while longer than other pilots. Plus, you get bonus points for theme.
  • Marksmanship: Since Luke's text acts as a mini Focus action for his defense, he can use Marksmanship to increase his offense more than a regular Focus action would.
  • R5-D8: Similar to R2-D2, R5-D8 keeps Luke alive longer. With Luke's ability making it more difficult to score damage on him in the first pace, R5-D8 can help remove anything that does manage to hit hull.
  • Push the Limit: By taking both his actions (Focus and Target Lock) each turn, Luke can have potent offense while maintaining his innate defensive ability.
  • Elusiveness/R7 Astromech: By forcing an enemy to reroll an attack die against Luke (which they cannot then reroll themselves), he can double up on his defense each round.
  • Shield/Hull Upgrade: The longer Luke sticks around, the more chances he gets to roll free [evade]s.
  • Advanced Proton Torpedoes: While all but requiring a second action to work, similar to regular PTs, Luke is not as defenseless as other pilots after spending both Focus and Target Lock on attack.
  • R5-P9: Since Luke's ability can mini-Focus on defense, if he takes a Focus action and doesn't spend it on attacking, either, he can use this Astromech to regenerate shield and stay in the fight longer.

Next: "Mauler Mithel"

Edited by ObiWonka

Biggs Darklighter (X-Wing)


  • R2-F2/R2-D2/R5 Astromech/R5-D8/R7 Astromech/R4-D6: Biggs is going to draw a lot of enemy fire, and the job of all these Astromechs is to keep a pilot alive longer, which means drawing even more fire away from your other ships.
  • Engine Upgrade/R7-T1: By giving Biggs the Boost action, he gains the ability to move further away from enemies, possibly denying them an extra Attack die or granting himself a bonus Agility die. And in the case of R7-T1, he gets a free Target Lock in the deal.
  • Shield Upgrade/Hull Upgrade: Either means an extra point of damage the enemy must deal to Biggs before he's dead and no longer protecting the rest of your Squad. Shield Upgrade is extra protection against crits as well.
  • R2-D6: Quite simply, all of the above are about increasing Biggs' durability and lifespan. Without getting specific, R2-D6 grants him the ability to take Elite Pilot Talents, of which there are sure to be some that can help Biggs survive.