A-Wings are all over the place in Star Wars canon. Showing up as early as 5 years before the Battle of Yavin, and as late now as 30 years after after the Battle of Endor in service by the Resistance, featuring both original Rebel-modified RZ-1 A-Wings, and new, Mk. III A-Wings(as seen in early promo photos from the set of Episode VIII).
That's quite a legacy. The A-Wing has always represented one thing; The pinnacle of speed and agility, unmatched by almost any other ship. This is translated from many forms, from the original KSE A-Wing, to the Mk. II A-Wing that stripped away all armor for more and more speed, and finally the Mk. III A-Wing, which while elusive in it's details, promises that same raw acceleration, but this time, with more firepower.
The A-Wing was so fast, in fact, that it excelled at a recon role, with it's wedge nose filled with sensitive sensors, jammers, and other advanced systems. But it knew how to get into a scrap. It's gimbaled laser cannons traversed a wide arc of fire, and allowed extremely precise shooting.
The pilots that flew these craft were an elite bunch. Only the best touches the control stick of an A-Wing, and in X-Wing this is no different. It is no surprise to me that only the named pilots that see play are in the upper echelon of PS.
Before we view the expansion, just remember that i'm always working on these expansions, even after i release them, so any constructive criticism will likely turn into adjustments for any cards seen here. Nothing here is finalized, ever. The biggest room in the world is the room for improvement, am i right?
So with sufficient foreshadowing, let's dive into the expansion, shall we? The 40 Years of Speed Expansion features 4 new pilots, 3 new titles, and 2 new system upgrades. If it were an official release, it would come packaged with 2 new models: A KSE A-Wing, and the new Episode VIII Mk. III A-Wing.

Admittedly redundant; The Green Squadron Pilot is usually more than sufficient. However, you do get the opportunity cost of not having to use one of your EPT slots for Adaptability.

Sabine Wren makes her way into her A-Wing, bringing her fantastic ability with her. At PS5(with an EPT slot to get to PS7), she can leverage the A-Wings excellent dial very well with her free reposition actions.

Shara gets an upgrade to PS 7 for being in her native ship, and as such a pilot ability change is in order. Used to the sensitive controls in her A-Wing, she can push her ship to it's breaking points to squeeze every drop of maneuverability from it, making boosts and barrel rolls almost unnecessary. Her ability allows her, after executing a 1 or 2 speed maneuver(that did not bump), to immediately choose and execute another 1 or 2 speed maneuver. Shara is exceptionally skilled at dodging dangerous situations. Action efficiency-wise, this means you don't need to spend precious actions on boosts, because you can do better boosts for free. This means you can stack up on tokens for offensive and defensive purposes. But if you REALLY NEED TO, you can still perform a boost if you want to after both maneuvers. Shara was exceptionally talented at getting her way into, and then back out of a fight.

Pash Cracken makes his X-Wing debut. Pash always struck me as a pilot that knew how to leverage his enemies weakness's, and capitalize on them. Whenever he is attacking or defending, if the other ship has stress tokens, Pash can immediately convert that into hits or evades, to a maximum of 2. Dengaroo matchup? Pash will chew Dengar up and spit him out. Since Dengar always has a ton of stress tokens, Pash is guaranteed 2 hits when attacking him, and 2 evades when defending against him, as the defender modifies dice after the attacker does, so Dengar can't do anything about it. Knowing that you have 2 hits or evades in the bag could mean not even worrying about gaining tokens and just focusing on repositioning.

Wait wait wait. 2 PS 8 pilots? Yes, 2 reasons. One is that A-Wing pilots shouldnt be able to get to PS 12 all by themselves by being PS 9 native. That's kind of lame. Second, the only named A-Wing pilots ever fielded in numerous amounts is Jake and Tycho. Both are at the upper echelon of pilot skill. This is no coincidence. I am trying to give the A-Wing multiple high-PS pilot options, without pushing to PS 9.
So, L'ulo. Dial in a 2 bank, and if you so desire, treat it as a white sloop. L'ulo was known for a special maneuver known as the L'ulo Stand. Now, we don't know exactly what it entails, but we do know only Shara Bey, L'ulo, and Poe Dameron have ever completed it, and used it to turn the tables on the enemy. So i just sort of turned it into a white sloop on command. You won't drop stress; but what you will do is turn your ship completely around, and, if you weren't stressed, still get an action, something A-Wings have struggled with doing in the past. He also gets an evade token when he does this, for action efficiency purposes, which A-Wings live and die on.
So let's take a look at some of the new titles available for the A-Wing. Again, just like the X-Wing, i'm not trying to cut out a fix already put out, but trying to augment that in as a given auto-add, which A-Wing Test Pilot basically is.

The original KSE A-Wings were decently sturdy. They still had their metal armor, and had larger missile launcher magazines. As a result, however, the ship weighed more, and was not nearly as fast as Rebel-engineered models.
So the Mass Production Model title grants 1 additional hull, and you get a munitions token on all missiles, but turns your 4 and 5 speed straights white. You may also equip A-Wing Test Pilot.
This is also effectively Extra Munitions, allowing double Prockets for a very affordable cost. Plus the free hull upgrade you get with it, too.

The A-Wing Mk. II was the Endor-era A-Wing. It was faster than any ship available to either faction, and more agile too. It was packed with tons of sensors and advanced systems, as well.
So, for the cost of 2 points(an expenditure of your missile slot for Chaardan Refit), you get a system slot, and whenever you gain an evade token, you gain another one. Being focused down is a big problem for A-Wings, and having multiple evade tokens can really help if you get cornered. A-Wings were blindingly fast; fast enough that made them exceptionally difficult to hit targets. This felt very thematic to me.

Finally, the A-Wing Mk. III. We don't know much about it, but we do know it's TFA-era, and has bigger guns. All i need to know.
You get a system slot, tech slot, and you may treat the attacking range as 1 less than it is for 6 points. With Chaardan Refit, the cheapest you can get this for is 21 points at PS1, 3 points more expensive than the cheapest Interceptor. However, the upgrade potential and just solid attack power is definitely there. This title isn't designed to be used with a PS1, 3, or 4 pilot, as it's just simply not cost effective enough for them. But for the high PS pilots, this upgrade has some serious value, and can make the A-Wing, offensively a slave to prockets normally to even do damage at all, into a hard-hitting arc dodger just like it's Imperial cousin.
You cannot equip this title with anything but A-Wing Test Pilot.
The multiple titles thing is something i'm a big fan of. I loved how FFG gave the TIE Defender 2 titles, both with radically different roles and effects, and that really stuck with me. I like it when a ship like the A-Wing, which already has a decent part of the meta carved out for it with regards to it's low PS pilots, can make that slightly better while also expanding it's many other options. Mk. II is for when you have some spare points and want an A-Wing with some upgrade potential, while Mk. III is for dedicated high PS aces.

This system allows you to take a stress off of you or another friendly at range 1 and bank it on that card. Then, when an enemy ship lands within range 1 of you after a maneuver, drop a stress on them from that card. A-Wings are usually stressed, Push the Limit being a favorite of theirs of course, so this card can really help the A-Wing put some pressure on the enemy while relieving themselves of it.

A free, A-Wing only upgrade, can push the A-Wing normally meager attack to new heights. Evade tokens being the bane of a 2 attack die's ship existence, If you can snag a target lock on the target of your choice, you can make one of their evade tokens disappear.
It was a lot of fun designing these pilots and cards, and i look forward to seeing everyone's response. What did i do wrong? What did i do right? Is it enough, or could it be too much? I feel confident that you'll tell me, and i can continue to make adjustments down the road.
Oh, and a quick shoutout to Babaganoosh for assisting in the development of these cards. You're great!
Please let me know what you thought in the comments!
Edited by Razgriz25thinf