Welcome back! I've reached a point where i can no longer deliberate over my custom cards in anxiety, and the time has come to show them to the world.
However, please keep in mind these cards are ALWAYS subject to revision, as i may discover that i made an oversight, and change a card to fix something.
So, the expansion, then. It contains 3 new E-Wing pilots, 4 new titles, a new system upgrade, and 2 new astromechs.

Wraith Squadron is good; good enough to net them an EPT slot, at PS 4 and 30 points.

Myn Donos was perhaps most known in Wraith Squadron for the lasting mental trauma he received after his entire squadron he led was wiped out, except him. Now, whenever he perceives his squadmates and friends to be in danger, he takes swift and violent action against the perpetrators. This is represented by his ability; When a friendly ship is damaged, his attack value is increased until the next time he attacks. At PS 6 and 33 points, he's a mid-PS powerhouse of damage.

Finally, we have good old Wedge in an E-Wing, where I believe his ability can be made to mean more in the more upgrade laden ship. He has enough maneuverability and options to make his attacks count.
Now lets tour some of those options, with the whopping 4 new titles available to E-Wings. There were 4 main production models of E-Wings, Series I through IV, each of them known for a particular quirk or specialty, and i did my best to recreate this in X-Wing.

The original E-Wings were somewhat of a mess of hardware. They were well known for the wing guns breaking down due to the excessive heat from the engines they were strapped to. This is represented by a 2 point decrease in cost, and a trade off- once per round when defending, you can decrease your attack value, to add an evade result to your roll. Kiiiiinda like reverse Expose? Except it's -2 points, and it's a guaranteed evade result. It's worth noting that this is totally optional: You could never use the ability and just take the upgrade for the -2 points. But, there will invariably be a situation where you need all the evades you can get, even at the expense of an attack die.
Furthermore, because the Series I only accepted a small amount of astromechs, the Series I limits you to Astromechs that cost 2 or less points, mostly to prevent dangerous combos.

The E-Wing Series II model ironed out many of the Series I's problems, relating mostly to faulty hardware, but most notably retrofitted less proprietary systems, which was necessary to include older models of astromech.
The cheaper, more plentiful hardware allows Series II E-Wings to equip astromech and system upgrades that cost less than 2 points for free.
This allows you to get up to 4 points of value for free, but does not provide a discount for any upgrades that cost more than that. Notably, upgrades like R2-D2 would have to be paid for at full cost.

Series III E-Wings were designed sturdier and more powerful than before, with improved armor plating and laser cannons that boasted greater efficiency at range.
This is represented by allotting an additional hull point, and the more powerful guns denying enemy ships an additional die at range 3.
A solid title, it provides an immediate defensive and offensive upgrade, but isn't quite as powerful as upgrades tailored specifically for offensive or defensive purposes.

The Series IV E-Wing was the pinnacle of the design; advanced, more maneuverable than ever before, improved controls and handling, a state-of-the-art pilot interface, and was a radical departure from previous designs. They became the elite craft of the New Republic, on another level over the more common T-65XJ X-Wing.
The incredibly advanced pilot interface allows split-second reaction to anything, which is why target lock tokens, blue or red, grant the ship an evade token. When the beeping of the computers stops with the removal of the target lock, the pilot gets to relax and gains a focus token. However, only named pilots are elite enough to take this extremely advanced model into battle. Additionally, Series IV E-Wings were incredibly expensive to manufacture, so this title comes in at 2 points, for the sheer defensive value it generates.
With the titles, i had a goal-line set for me: How do i provide 3-4 points of value to an E-Wing, but not create one auto-add upgrade? Pilots like Corran will never equip the Series I or II title; but the generics probably will. A Knave with say R8 Astromech and FCS and the Series II title still sits pretty at 27 points, instead of the 30 it would normally be. Or, if you're looking for something more bare bones, a Knave with Series I is 25 points, allowing you take 4 Series I Knaves, and once per turn is getting a guaranteed evade, plus what they roll, easily 1 or 2 points of value, even if it means you roll one less attack die. Living to see the next turn and getting another shot at full attack is better than being dead.
Series III is great for pilots looking for more long term survivability, and to be able to sit back at range 3 and throw out shots without fear of missing anymore than you would at range 2.
Series IV is designed for aces like Corran and Wedge. They just absolutely love the action efficiency. Furthermore, unlike the other titles, this one actually costs points. It's value is so high, that even through the E-Wings overcosting, the title is worth 2 points. Once per round a TL token is placed on, or removed from you, at any point, blue, red, whatever, you get tokens. That's really, really freaking good.
You will note, though, that of the 4 titles, only one is explicitly tailored to support aces first and foremost. Many of these options have incredible value on generic pilots, and on the new Wraith Squadron pilot, you have many options at your disposal, allowing you to tailor your list to your exact specifications.
Enough about the titles! Let's check out the rest of the upgrades, starting with the system upgrade.

A 2 point system, that allows you to use target locks as if they were individual Crackshots. It would have been 3 points, until i remembered that the E-Wing's easiest way to get TLs is through the system slot. That, and unlike the EPT slot, few ships actually have the system slot to even take this. I think the ability to turn a TL(which can be difficult to even acquire at all) into a Crackshot is worth 2 points, easily.
Now, for the 2 Astromechs.

R2-A7 is, in my opinion, very interesting. It provides strong action efficiency by preserving tokens.
If you are not stressed, when you spend a focus or evade token, you can place it on the card. Then, once per round, you may take a stress token to move a token of your choice from the card to your ship. This ensures you don't focus once at the beginning of the game and just keep moving the token back and forth from the card, unless you have a way of clearing that stress immediately.


R5-D2, nicknamed "Mynock", was Wedge Antilles astromech droid. It gained the name "Mynock" by shrilly crying whenever it was put in dangerous situations, much to the chagrin of Wedge, who found the droid annoying and distracting. He had the droid's memory wiped and it's hardware improved, renamed R5-G8, aka "Gate", and the droid then-on had a calm, almost emotionless demeanor.
So this gave me an opportunity to do something cool. The astromech's dual personalties allowed me to make it a dual card.
The first side, R5-G8, assigns a focus token to your ship if you begin the combat phase without being stressed. Gate was cool as a cucumber, and rewards you for following suit and staying calm and unstressed.
However, if you claim that token, you must flip the card over to Mynock's side, named R5-D2. After you defend against an attack, you may perform a barrel roll action, but you must assign a stress token to the ship. Then you must turn the card over. This side represents Mynocks loud cry in the face of danger, prompting you to perform evasive actions. It serves as a distraction though, and stresses you.
Maybe it won't be competitive, but it was incredibly fun to design! I love the thought of an astromech with 2 separate personalities, each that do different things.
So when i said 2 astromechs, i really meant 3! ![]()
Well, i hope you enjoyed! Again, remember that until full playtesting is over, all of this is subject to change. I was just so excited to share that i wanted to put it out as soon as i felt i was nearing completion. With the amount of cards and titles all at once(admittedly my fault for choosing to make 4 titles for the same ship!), it can be hard to make them all equally appealing, but i think it's pretty decent in that regard.
Questions, comments, concerns? Thanks for viewing my thread!
Stay tuned in the near future for more expansions from me, including A-Wings!
Edited by Razgriz25thinf
