- Advanced Cloaking Device. The upgrade that almost broke the game, in particular on Whisper or Echo in combination with Veteran Instincts. It brings two amazing benefits: extra agility that round and the added mobility of a possible decloack the next round. So good it could probably cost 10 points and still be worth it.
- Engine upgrade. Fantastic added mobility on any large base ship; it can even turn the otherwise unwieldy shuttle into a dogfighter. Also seeing some recent use on small ships such as Corran Horn.
- Fire control system. Excellent damage boost to any ship with the systems slot; especially good in today's meta with a small total number of ships in play.
- Gunner. Gunner's benefit is a bit more subtle than at first glance; it's actually almost a defensive boost more than anything as it allows you to take defensive actions and still have a very good chance of making a shot. Excellent on turrets and synergizes very well with Whisper's ability.
- Push the limit. A very, very strong choice on any ship with a good range of actions; popular on the YT-2400, Corran, and essentially mandatory on any Interceptor that can take it.
- Predator. The re-roll of any single die is probably worth 3 points by itself; the second re-roll against ships with PS 2 or less is just icing on the cake. Excellent for ships that want or need to take defensive actions; synergizes well with abilities like Chiraneau's.
- Veteran Instincts. In another day and age, this was probably tier three or possibly even four; now it's mandatory for two of the best pilots in the game (Echo and Whisper) and because of this, a very good choice for any pilot in the PS 7-9 range.
- Advanced sensors. Probably tier one a year ago, especially for its use on the B-wing. It's still a very good upgrade, and will be excellent on the upcoming Starviper and Agressor, but doesn't quite see the play it used to in today's meta. The best "upgrade that looks useless the first time you read it".
- C-3P0. Probably tier one a few months ago, its usage has fallen off slightly in the past few months, as it is essentially only really good on the YT-1300.
- Chardaan refit. A very strong choice for any A-wing; only Proton rockets keeps it from being an auto-include. A recent build with six A-wings with Chardaan refit looks strong.
- Darth Vader (crew). Auto-damage will always be good. This upgrade has a natural home on the Lambda, and is seeing some play now on the Decimator.
- Heavy Laser cannon. This currently increases the attack of any ship which can take it; at range 3 it is then effectively adding one to your attack and lowering your opponent's defense by one. Not to be trifled with.
- Ion cannon turret. Not seeing a lot of use right now, but a very nice control piece to add to any squad.
- Lone wolf. Point-for-point, it's probably the best upgrade in the game if you can keep it activated. Of course, the difficulty is keeping it activated while keeping the ship it's on relevant and alive. A great high-skill card, and very good on certain ships (HLC Outrider Dash and Luke, in particular).
- Millenium Falcon (title). Almost an auto-include on a YT-1300, it's only not tier one since it isn't really meta-defining.
- Moldy crow (title). Makes the HWK a lot less squishy, and if built up enough, can lead to almost constant Focus/TL shots.
- Outrider (title). Almost tier one, this isn't perhaps quite as powerful as it could be because of the current high PS meta. HLC is, right now, the only real choice to use with the title, though Ion Outriders can be hilarious. It will be interesting to see whether Mangler Outriders become popular in the next wave.
- R2-D2 (astromech). Has seen a bit resurgence in popularity as it has a natural home on Corran Horn. One of the best end-game upgrades.
- R3-A2. This could be meta-defining, but isn't quite yet (next wave's BTL-A4 title might change this). An excellent tool to hunt Phantoms on a high PS ship.
- Recon specialist. I would personally put this at tier three, as I feel it doesn't quite make a difference as often as one things it should, but it does appear in a lot of builds.
- Rebel captive. Excellent anti-phantom tech, but also good in general.
- Ysanne Isard. Very good on a Decimator, and thus quite a popular choice in the current meta. Could be tier three in the long term.
- A-wing test pilot. Decent, but often is just adding points to a 2-dice attack ship.
- Anti-pursuit lasers. Has a home on some very interesting builds; however, the fact that it only has a 50% chance of working really hurts it.
- B-wing/E2. Seen relatively limited use so far (Tactician in "Panic Attack" being the only major exception). An upgrade to watch for the future.
- Blaster turret. The requirement of a focus token really hurts it, as it can be completely stopped by blocking, stress, or Carnor. When it works, though, it is very good for its points.
- Chewbacca (crew). Seen a small resurgence lately due it's inclusion in the Spanish nationals list - does it have a home on the YT-2400 as well?
- Cluster missiles. Not terrible (as opposed to most ordinance), especially in a meta which includes Decimators, Falcons, and B-wings.
- Dash Rendar (crew). A useful damage boost, but has seen very little play so far.
- Dauntless (title). Decent title for the Decimator; works great with Oicunn's ability and has also seen use on Chiraneau.
- Determination. Tier four or maybe even five until very recently, it has a natural home now on Leebo and Decimators.
- Draw their fire. Splitting enemy fire is always useful, but the range 1 requirement is a pain.
- Experimental interface. Limited use so far, mainly with Expose on Decimators.
- Expert handling. Very neat upgrade on high PS pilots. Keep on eye on it as it is very strong on next wave's Palob and the Aggressor with Advanced sensors.
- Flechette torpedoes. Like most ordinance, probably tier four most of the time, but decent in the current meta, in particular as Phantom hate.
- Hull upgrade. Decent upgrade for ships with good defense capabilities.
- Intelligence agent. Very interesting upgrade, but requires some skill to get the most out of. Notable for its recent use in the Six-sigma build.
- Ion cannon. One of my personal favourite upgrades, but doesn't see a lot of play.
- Jan Ors (crew). The jury's still out on this one; possibly too expensive for what it does (compare to Millenium Falcon title).
- Kyle Katarn (crew). Has seen a natural home on Push-the-limit Dash builds, but not much other use.
- Lando Carlrissian (crew). I would personally put this at tier four as I don't like random outcomes, but it's seen a fair bit of use. Great when it works.
- Luke Skywalker (crew). The "Gunner with benefits" has a natural home on a highly upgraded YT-1300, but is very expensive for what it does.
- Mara Jade. I debated a lot about putting this in tier two, as it can be just as useful as Rebel captive. However,it hasn't had a huge impact yet; that may change over time. I'm surprised it hasn't seen more play on Lambdas.
- Mercenary copilot. Almost tier four, as it only helps in very limited circumstances, but has seen some use in the past few months.
- Nien nunb. Suffers a bit from the fact that one often has better things to put in the crew slot for ships that want to use it, but a decent upgrade for 1 point.
- Opportunist. Quite expensive, tricky to get to work, and takes up a valuable EPT slot, but has a great upside.
- Outmaneuver. Unfortunately, lowering defense by one isn't quite as useful as increasing attack by one and so this upgrade isn't quite as good as it feels like it should be.
- Proton rockets. One of the few decent ordinance cards, as a 5 dice attack with focus is a serious hit. Suffers a little bit because Chardaan refit is very good for the A-wing and the Advanced isn't as good as it will be soon. Is it worth a look on the upcoming M3-A?
- Proximity mines. Brought back to popularity by the recent faq change and Sable's World's build, but is still a bit tricky to use, especially as (compared with Seismic charges) it requires an action.
- R2 astromech. Very useful on Y-wings, but nothing amazing.
- R2-D2 (crew). In combination with C-3P0, has the potential to make a YT-1300 unkillable, but at the cost of a lot of offense; hasn't seen much use outside of a few builds.
- R2-F2. It's big problem is it requires an action, but ok for what it does.
- R5-P9. I haven't seen it much used, but it seems like it might be decent on an E-wing or X-wing with a shield upgrade.
- R7 astromech. Amazing on Tarn Mison, and not bad on a E-wing with Fire control systems.
- R7-T1. A very neat upgrade, but quite situational. Synergizes very well with Dutch Vander's ability.
- Royal guard tie (title). Neat idea, but hasn't seen a lot of use so far, probably because it increases the cost of a ship that can already die very quickly. Will probably be amazing with Autoblasters and Stealth/Hull/Shield in the next wave.
- Ruthlessness. Interesting ability, but has seen very little play so far. As with Assault missiles and Ion torpedoes, is probably suffering in the current small-ship meta, and may see more play in the future.
- Seismic charges. Has seen some competitive use; decent for what it does and doesn't require an action.
- Sensor jammer. Very interesting upgrade, and better than it look at first glance as it essentially lowers the defense of a ship that fires on it. Suffers a bit mainly because other sytems upgrades are so amazing.
- Shield upgrade. As with hull, decent on any ship with good defense, especially if they can regenerate the shields (eg., R2-D2 Corran).
- Stay on target. Very interesting ability, but hasn't seen much competitive use so far.
- Stealth device. Neat idea, but less reliable than hull.
- Stygium particle accelerator. Decent for it's points, and not a bad choice on the lower PS phantoms, but suffers in comparison to Advanced Cloaking Device.
- Swarm tactics. Decent PS boost, but often increases the value of a ship that is already high value.
- Tactician. Almost tier two, but very hard to use, as it can be tricky to keep one's ship in the appropriate range band.
- Targeting computer. Decent damage increase to an Interceptor.
- Adrenaline rush. Not bad, but there are almost always better choices for the EPT slot.
- Advanced proton torpoedoes. Very expensive (that's half a tie fighter/Z-95!) and not easy to use.
- Assault missiles. Never particularly good, but terrible nowadays with very few swarms around.
- Concussion missile. Like most munitions, too expensive for what it does.
- Daredevil. Used in very few builds; Tycho and Engine decimators are probably the only ships that want to take this.
- Deadeye. Suffers since most ordinance isn't very good; only current use is on Nera Dantels, who is already a fringe pilot.
- Decoy. I have never seen this used, but it's not entirely terrible.
- Elusiveness. Almost never used, but isn't totally terrible for what it does.
- Enhanced scopes. A neat idea in theory, but has seen very limited play; the already high PS meta probably means it isn't needed if one wants it to be a guaranteed blocking ship.
- Expose. As with other not-so-great cards, the requirement that it take an action really hurts it. Has seen very limited use with Decimators and Experimental interface.
- Fleet officer. Almost no use so far; has a difficult time finding a good ship to be used on.
- Flight instructor. Very expensive for what it does, and really needs to be against PS1-2 ships to be of any use, of which they are few in today's meta.
- Han Solo (crew). Of limited use; outshone by many other crew upgrades.
- Homing missiles. See concussion missile.
- Intimidation. Very situational, requires some co-ordination with your other ships to use effectively, the EPT slot can often be better used.
- Ion pulse missiles. Ok in today's meta but even now rarely used. At least it doesn't lose its target lock after being fired!
- Ion torpedoes. See assault missiles.
- "Leebo" (crew). For two points, you can almost only use it one time, as large ships quickly get in trouble if they get predictable. As with many other crew, there are usually better choices for the slot.
- Leia organa. Never seen this used; quite expensive for a single use card.
- Marksmanship. Sounds decent, but you are paying 3 points to only get a slightly upgraded focus action; would be good on Corran if he didn't have better things to take in his EPT slot.
- Moff Jerjerrod. Sounds decent on a Decimator but has seen almost no competitive use; probably only worth 1 point.
- Munitions failsafe. I think this probably should have been 0 points as most ordinance already costs too much for what it does.
- Navigator. Sounds good in theory, but in practice is rarely used. Amusing combination with Boba Fett's ability.
- Proton Bombs. Very expensive for a one-use weapon. Would be hilarious to kill a fully upgraded Corran Horn with one of these.
- Proton torpedoes. I actually don't mind these, especially on a high PS pilot, but they almost never see play due to their cost/benefit ratio.
- R4-D6. A very, very situational ability. Perhaps it's only use is on Biggs.
- R5 astromech. Again, very, very situational; not much use even for 1 point.
- R5-D8. Ok damage regeneration, but one is often dead before it can really be used.
- Slave 1 (title). Not very good since most torpedoes aren't very good.
- Squad leader. Main problem is that takes an action away from one of your good pilots to give to a less good one.
- ST-321. Very expensive for what it does; would be decent if shuttles could take ordinance.
- Tactical jammers. Sounds decent in theory, but very hard to use in practice.
- Weapons engineer. Probably too expensive for what he does, and isn't that useful in the current meta of a few small ships.
- Wingman. Another upgrade I've never seen used, but decent in theory. It would probably see a lot more play if it was range 1-2.
- Autoblaster. Got a slight buff in the recent faq (evade tokens can't be used to stop its hits), but has some very serious problems: very expensive for what it does, can still have critical hits be blocked, and the ships one would want to use it against (Phantoms and Interceptors) are almost impossible to get in arc at range 1.
- Countermeasures. 3 points for a one-time agility upgrade? Yech.
- R5-K6. Having only a 3/8 chance to activate its ability is just terrible, especially compared to fire control systems. And you know, after reading it again, it's even worse than I remember: you have to use a target lock to even get a chance to activate the ability. Just terrible.
- Saboteur. Hands-down the worst upgrade in the game. You have to be in range 1 of a ship with a damage card and use up your action...and then it only has a 50% chance of success. Even less when you consider that many damage cards don't affect a ship. Should probably cost negative points.
Edit: added Ruthlesness and Dauntless, moved Daredevil to Tier four.
Edited by category