Known Pilots & Upgrade box math (not related to cost)

By Khyros, in X-Wing

Link to known pilots post:

So I’ve had a few days now to think this V2.0 thing over. Yesterday I pointed out questions about future releases, and how they would do that. But to the best of my knowledge, we don’t have any additional information regarding future waves. So, today I want to turn my attention to the upgrade kits, and what all they may or may not contain. We already know how many of each ship the upgrade pack addresses. But that’s pretty much it. That means we know how many dials we have. But it doesn’t tell us anything about how many ship cardboard inserts or how many pilots we get.

So let’s start with the Rebels. First, we know that the upgrade kit has everything that the X Wing pack has. We know the X Wing expansion has Wedge, Biggs, Garven, Thane, Red Squadron Veteran, and Blue Squadron Escort. The ship inserts are Biggs/Blue, Garven/Thane, and Wedge/Red. So we can expect the upgrade pack to have 2x Red, 2x Blue, Wedge, Biggs, Garven, and Thane. To me, this means that the upgrade kit will have for the X Wing: 8 pilot cards (4U/4G), 2 Dials, and 4 Ship Inserts (Wedge/Red, Thane/Red, Garven/Blue, Biggs/Blue). So, can we learn anything from this to apply to the rest of the ships? I will start by saying that I think we’re likely to be getting the same 4 Unique and 2x2 Generic pilot cards for most ships (or at least Rebels/Scum ships). If we went with the V1.0 standard of 2 Uniques and 2 Generics, they would have to include 3 ship inserts, U1/G1, U2/G2, G1/G2. And it seems like they’re trying to reduce complexity and weight will still maintain choices, so this would be an easy way to do so. This is also aligned with what we’ve seen from thus far (Norra, E_____, Dutch, Horton in the Y Wing) Plus with the dynamic pricing, they can consistently manipulate the balance within each ship as well as within the game.

This is a testable hypothesis. We already know that the imperials don’t have as many ships being upgraded in their kits. Yet they’re the same cost. I would expect there to be a similar amount of content in these kits. So I would expect a similar amount of cardboard/cards to be in each one. So bear with me on some Rebel assumptions. Unless otherwise stated below, I am assuming that each ship has the same load out as the X Wing above.

A Wing – 3 Dials, 3x2 Generics, 4 Uniques, 5 Ship Inserts (Same as above plus a G1/G2)

Ghost – 2 Dials, 2x1 Generic, 3 Uniques, 3 Ship Inserts (U1/G, U2/G, U3/G)

HWK – Same as Ghost

Falcon – Same as Ghost

Phantom 1 – 2 Dials, 4 Uniques, 3 Ship Inserts (U1/U2, U2/U3, U3/U4)

Phantom 2 - Same as Phantom 1

Sabine’s TIE – Same as Phantom 1

YT2400 – Same as Ghost

Z95 – 4 Dials, 4x2 Generics, 4 Uniques, 6 Ship Inserts (U1/G1, U2/G1, U3/G2, U4/G2, G1/G2, G1/G2)

A small base is 30mm x 30mm, let’s pretend a medium is 45mm x 45mm, and a large is 60mm x 60mm. A dial can be approximated at 35mm x 35mm for cardboard cutting purposes, and it looks like the cover for the dial is larger this time, let’s say 40mm x 40mm. And then let’s add 5mm of cushion on all edges. This means that a Rebel Upgrade pack has 254,825mm2 of cardboard and 118 pilot cards. Let’s go through scum with the same default assumption of the X Wing. Below are the exceptions:

YV666 – Same as Ghost

HWK – Same as Ghost

IG2000 – Same as Phantom 1

Kihraxz – Same as A Wing

M3A – Same as Z95

Protectorate – Same as A Wing

Punishing One – Same as Ghost

Quadjumper – Same as A Wing

Scurrg – Same as Ghost

Shadow Caster – Same as Ghost

Slave 1 – Same as Ghost

Z95 – Same as Z95

This provides a Scum upgrade pack of 268,525mm2 of cardboard and 120 pilot cards. This is a 5.37% increase in cardboard, and a 1.69% increase in pilot cards. I would say that’s within reason of comparable. Note that I did the assumptions of quantities prior to calculating the materials used, so I am not going back and altering my assumptions to make the numbers fit. But that brings us to imperials, which have always been treated slightly different. They have a ton of 3 (or even 4) generics per ship, and those ships typically have more named pilots as well. So let’s make some assumptions about these ships though.

Gunboat – 3 Dials, 3x2 Generics, 4 Uniques, 5 Ship Inserts

TIE v1 – 3 Dials, 3x2 Generics, 4 Uniques, 5 Ship Inserts

Lambda – 2 Dials, 3x1 Generic, 3 Uniques, 3 Ship Inserts

TIE x1 – 2 Dials, 2x2 Generics, 4 Uniques, 4 Ship Inserts

TIE Aggressor – 3 Dials, 3x2 Generics, 4 Uniques, 5 Ship Inserts

TIE sa – 3 Dials, 3x2 Generics, 4 Uniques, 5 Ship Inserts

TIE d – 2 Dials, 2x2 Generics, 4 Uniques, 4 Ship Inserts*

TIE ln – 4 dials, 4x3 Generics, 10 Uniques, 11 Ship Inserts (U1/G1, U2/G2, U3/G3, U4/G1, U5/G2, U6/G3, U7/G1, U8/G2, U9/G3, U10/G1, G2/G3)

TIE in – 3 Dials, 3x3 Generics, 7 Uniques, 8 Ship Inserts (U1/G1, U2/G2, U3/G3, U4/G1, U5/G2, U6/G3, U7/G1, G2/G3)

TIE phantom – 2 Dials, 2x2 Generics, 4 Uniques, 4 Ship Inserts

TIE punisher – 2 Dials, 2x2 Generics, 4 Uniques, 4 Ship Inserts

TIE Striker – 3 Dials, 3x3 Generics, 7 Uniques, 8 Ship Inserts (same as TIE/in)

VT49 – 2 Dials, 2x1 Generic, 3 Uniques, 3 Ship Inserts

Note that I dropped the Defender down to 2 generics. I did this because of the numerous complaints regarding the PS1 Defender in v1.0 – they are supposed to be top notched people, not PS1. And I only put 3 generics for the interceptor, not all 4 in v1.0. But otherwise I went with the same number of v1.0 generics, and tried to minimize the cardboard while still maintaining the ability to play all ships in the pack as the same generic. And adjusted the number of uniques accordingly. So, with these assumptions, we end up with 136 pilot cards, and 230,875 mm2 of cardboard. This is 9.40% less cardboard than the Rebels, but 15.25% more pilot cards. Does the variation seem reasonable to you? I think it might be a bit low on the cardboard side of things, so perhaps we’re going to be seeing a trend that all of the imperial fighters get 3 generics – I could definitely see that being a theme that they have init 1, 2 and 3 pilots, where most other ships have either 1/2 or 2/3, so it provides them the most flexibility in massing ships on the table. This would change the data to look like:

Gunboat – 3 Dials, 3x3 Generics, 7 Uniques, 8 Ship Inserts

TIE v1 – 3 Dials, 3x3 Generics, 7 Uniques, 8 Ship Inserts

Lambda – 2 Dials, 3x1 Generic, 3 Uniques, 3 Ship Inserts

TIE x1 – 2 Dials, 2x3 Generics, 6 Uniques, 6 Ship Inserts

TIE Aggressor – 3 Dials, 3x3 Generics, 7 Uniques, 8 Ship Inserts

TIE sa – 3 Dials, 3x3 Generics, 7 Uniques, 8 Ship Inserts

TIE d – 2 Dials, 2x3 Generics, 6 Uniques, 6 Ship Inserts

TIE ln – 4 dials, 4x3 Generics, 10 Uniques, 11 Ship Inserts (U1/G1, U2/G2, U3/G3, U4/G1, U5/G2, U6/G3, U7/G1, U8/G2, U9/G3, U10/G1, G2/G3)

TIE in – 3 Dials, 3x3 Generics, 7 Uniques, 8 Ship Inserts (U1/G1, U2/G2, U3/G3, U4/G1, U5/G2, U6/G3, U7/G1, G2/G3)

TIE phantom – 2 Dials, 2x3 Generics, 6 Uniques, 6 Ship Inserts

TIE punisher – 2 Dials, 2x3 Generics, 6 Uniques, 6 Ship Inserts

TIE Striker – 3 Dials, 3x3 Generics, 7 Uniques, 8 Ship Inserts (same as TIE/in)

VT49 – 2 Dials, 2x1 Generic, 3 Uniques, 3 Ship Inserts

This then puts their materials at 176 cards (49.15% increase) and 257,925 mm2 (1.01% increase). Obviously the amount of cardboard is much more aligned with the Rebels and Scum at this volume, but the card count is quite high imo. So figure there’s probably some level of compromise between these two. It could even be a compromise such that they’re not maximizing the value of uniques, perhaps there are 6 each instead of 7-11. This would cut out 10 cards without really affecting the amount of cardboard. It’s also fair though to believe that the Imperials *will* have more pilot cards. Their ships typically take fewer upgrades, so it’s reasonable to believe that they have fewer upgrade cards in them, though now as I type this, I realize that they said something about all the packs coming with everything you need, so perhaps not. But they still have fewer slots (no illicit, salvage droid, or astro droid), so perhaps there will still be fewer upgrade cards for that reason. It’s also possible that there’s a bunch of cards in the core set that would be applicable to all three factions, so they don’t have to put those cards into each upgrade pack.

For those wondering what exactly 250,000mm2 looks like, if we assume the 6’’x10’’ sheets, this would equate to 6.5 sheets of cardboard. So figure 8 sheets once you add in all the new tokens we need. And 8 sheets would stack to be 1’’, which means by the time you add the cards and the conversion pegs and whatnot, you’re probably at about the right size for the boxes. I’m fairly confident on the breakdown in the Rebels/Scum one, so it seems like they’re targeting 250,000mm2 of cardboard per upgrade kit. Below are the numbers I used if you want to calculate your own “optimal” box arrangement:

Small base = 1225mm2

Medium base = 2500mm2

Large base = 4225mm2

Dial = 3625mm2

A common thought I’ve seen, especially for the Rebels, is to drop the large base ships down to 1 only and increase the fighters. Decreasing the Ghost, Phantom I, Falcon, U Wing and Outrider down to 1 only opens up ~8000 mm2 of space for smaller base inserts. We can add 1 to the ABXY without a problem. And then we can probably add an additional 2, perhaps a 4th B wing and a 6th A Wing? Leaving the Y and X at 3. With that change we end up with 250,525 mm2 (and 127 cards) – precisely the target we were aiming for. So by dropping those 5 ships, we can add 6 smaller ships. Perhaps this would be a better way to go, but I’m pretty sure there would still be complaints about this approach. You could probably also go with moving a Phantom 2 to a 4th X Wing, and a HWK to a 4th Y wing and the Sabine’s TIE to a Auzituck… Making the argument that all of those are “named” ships that are unique so to speak, whereas the others are all generic fighters. But again, I'm sure there would be just as many people complaining about this arrangement at the original.

So this is my best assumption as to what we can expect to see from each upgrade box. The interesting thing to point out is that this means we're going to be getting a ton of new uniques on ships that haven't been in an ace pack before. Who are the 4 E Wing uniques? What about the K Wing or Z95? Any ideas?

Edited by Khyros

Rebel conversion kit states you need 5 packs of grey sleeves to cover everything. 50 count in a grey sleeve pack. We are getting 201-250 cards in the rebel kit alone. spread out across pilots and upgrades.

scum calls for 6 sleeve packs

Edited by Wiredin

Information from another thread suggests there are 93 Imperial pilot cards, 84 Rebel pilot cards and 99 Scum pilot cards.

I'm struggling to fit the basic 2 generics, 2 named 1.0 values into those numbers, let alone four uniques a ship. Based on those numbers I suspect some of the less popular ships are only going to get one named pilot.

Edited by Firespray-32
6 minutes ago, Firespray-32 said:

Information from another thread suggests there are 93 Imperial pilot cards, 84 Rebel pilot cards and 99 Scum pilot cards.

I'm struggling to fit the basic 2 generics, 2 named 1.0 values into those numbers, let alone four uniques a ship. I suspect some of the less popular ships are only going to get one named pilot.

I'm thinking those numbers might be pretty valid.

5 packs of 50 for rebels and imperials. 6 for scum.

201-250 cards for reb/imps and 251-300 for scum.

so 150ish cards for reb/imps are going to upgrades only? titles are gone as they have been worked into the pilot cards. There are usually more upgrades than pilots in each kit...

Rebel kit alone has 37 dials. 4 pilots per ship = 148 pilot cards. Looking at support ships like the HWK, or ships that typically only had purely unique... we could cut that down to 90ish Rebel pilots really quickly. That means rebels will get a LOT of upgrades (unique crews and droids)

This also brings up the question. how many pilots are being dropped or replaced?

Does Wes live into 2.0? Is Jan and Kyle Kartan still going to be flying their HWK? Or does Kanan now slot into the HWK as per his comic... so many unknowns..... I don't like it...but I'm excited to start knowing and loving.

Edited by Wiredin

The problem is those numbers don't fit four pilot cards per ship. If you assume the same generic/unique split as 1.0 then, including the +2 named pilots from each 2.0 blister release, you come to Rebels: 98 pilots, Imperials: 96 pilots, Scum: 103 pilots. That's three pilots too many for Imperial, four too many for Scum and a whopping fourteen pilots too many for Rebel.

I'm starting to fear some of the ship conversions may be very bare bones indeed.

6 minutes ago, Firespray-32 said:

The problem is those numbers don't fit four pilot cards per ship. If you assume the same generic/unique split as 1.0 then, including the +2 named pilots from each 2.0 blister release, you come to Rebels: 98 pilots, Imperials: 96 pilots, Scum: 103 pilots. That's three pilots too many for Imperial, four too many for Scum and a whopping fourteen pilots too many for Rebel.

I'm starting to fear some of the ship conversions may be very bare bones indeed.

I am as well.. which is what I'm wondering about pilots..... Are we going to see 2 A-Wing Generics, Jake, Arvel, Tycho and Soojan?

20 minutes ago, Wiredin said:

I am as well.. which is what I'm wondering about pilots..... Are we going to see 2 A-Wing Generics, Jake, Arvel, Tycho and Soojan?

Maybe when the A-wing's rereleased. Jake and Arvel have been mentioned so probably those two. I strongly suspect the Conversion Kits will only contain a 1.0 blister's worth maximum for ships without rereleases and there'll be even less than that for the less popular ships.

EDIT: There's another report (Polish distributor leak) giving 100 pilot cards per conversion pack. That'd match up neaty with the 98 Rebel, 102 Imperial and 103 Scum cards needed to do a 1.0 blister pilot count for every ship and a second blister's worth of named pilots for the rereleases.

If that's the case I'd expect two new pilots in each blister rerelease.

Edited by Firespray-32

can we really assume 4 uniques per ship, though? We can only really confirm this for wave 1 of 2.0

the X-wing unboxing

the TIE Fighter preview mentioning Howlrunner, Mauler, Gideon, and Del (+ obsidian squadron at initative 2 and the Black squadrons shown on stream)

we know the Advance has Vader and Steele, Strom and Ved from the spoiler image

and we know for certain that the reaper is launching with 3 (though they way decide to clip "Vizier" for 2.0, since he won't be missed at all)

We know the spray has Boba, Kath, Krasis, and the "icy professional"

not sure if the Fang has four, though. we've only confirmed 3

but most non-large ships in 1.0 only have 2 unique pilots (gunboat, tie/v1, z95, e-wing etc.). they'll probably be kept that way

plus, I don't think we will be given extra pilot cards for the same unique pilots (heard it off hand somewhere, don't quote me) so we have to cut room for all the overlap that causes

Edited by ficklegreendice

That's information I haven't seen before regarding the number of pilot cards. So 84 Rebel, 99 Scum, 93 Imp. Let's see how this works out. First, we know that each ship still maintains its own generic pilot card - otherwise the X Wing expansion box wouldn't have the Blue/Red generics in them. If we maintain the same number of generics for rebels as v1.0, we come up with 54 generic pilot cards. We already know there are 8 uniques between the X and Y wing, 62 pilots. That means that we have 22 unknown pilot cards. There are 15 remaining ships, including 4 (Phantom 1, Phantom 2, Sabine's TIE, ARC170) ships that don't have a single generic in v1.0. If we give them a single generic, that means that we have 18 pilot cards remaining for 15 ships. So basically a single unique per ship. This seems *VERY* concerning to me. It means that we're going to have 8 X Wing uniques (4 from core game presumably, 4 from expansion) 4 Y Wing uniques, and yet only a single unique for every other ship. Which means to me that they're going to go the route of W2 = Falcon & A wing, each with numerous pilots in it, such that we have to buy those ships again to get the uniques that come from that pack.

Alternatively, they could be going to a single generic for most ships. We already know the X & Y have 2 generics, but let's put everything else down from 2 to 1. This means that there are 35 generic pilot cards, another 8 known uniques, and at least 4 uniques for the 4 ships with no generics, for a total of 47 pilot cards. This leaves us 37 for additional uniques, and with 15 ships, that's basically 2 per ship, with 7 more pilot cards to be determined. These 7 could potentially be on the Falcon, Outrider, HWK, etc that are very unique pilot specific. But this still just doesn't make sense to me since they are leaving the 2 generics for the X & Y.

If we knock the number of uniques down to 2 per ship (except X & Y), then we're still at 88 with the current generic breakdown. Perhaps there's actually going to be some ships without generics. I'm of course speaking of the Falcon, Outrider, and Ghost - ships that are truly supposed to be "unique." Though I would argue if this was the case, then we wouldn't be getting upgrades to convert two ships. But that brings us down to 82 pilots. If the HWK was included in this, we'd be down to 80. There would then be 8 ships without generics. 4 of those could have 3 uniques, the other 4 would be with 2 uniques. Perhaps the Z95 only has 1 generic, of all of the mass produced ships to lose a generic, it makes the most sense. In that case, all 8 of the unique ships could have 3 unique pilots. That brings us to 84 pilot cards with a pretty well established rules... so let's apply those rules to Scum and Imps and see if we can match those pilot card counts.

So for scum, we have 99 total pilot cards. Applying the same rules of 0 generics for Hound's Tooth, HWK-290, IG-2000*, Mist Hunter, Punishing One, Scurrg, Shadow Caster, and Slave 1 as zero generic ships and 3 uniques (except IG2000, with all 4), we end up with 45 generic cards, and 87 total cards. Though one could easily make the case that there should be more Protectorate and Slave 1 uniques since the X wing is going to have 8 (assuming 4 in the core set) and the Y wing 4... Actually, there are going to be 3 more X Wing pilots in the Saw's Renegade pack, but let's ignore those for the moment... We can make a similar guess regarding the Protectorate and Slave 1, and put them at 8 and 6 uniques, with the idea that the X wing is at x4 and the Y wing at x2, so use the same multipliers. That puts us at 95 cards. I really don't know where the other 4 cards could come from, it would just be speculation at that point - perhaps 2 for the Y wing since it's released in W1 for the Rebels. Or maybe the scum will have 2 generics on the Z95.

So let's see about the Imperials though. If we're cutting down to 93, we got a lot of work to do. First, let's cut out the generics from the Lambda and VT49, and let's cut down from 3 to 2 generics on all the remainders. This puts us at 60 generic pilots, and with 2 uniques each, except of course those with no generics which have 3, we're at 88 cards. From there, let's double the TIE/ln and TIE/x1 unique as the W1 releases, and that puts us at 92. No clue where that last card comes from. But it does seem like if those are the pilot card counts, that this is likely the future.

But that does mean that if this is the goal, that they will likely be releasing an A Wing v2.0 and Falcon v2.0 as wave 2. And those are likely to have more pilots in them since we only have 2 pilots for the A wing, and 3 for the Falcon, and the new v2.0 A Wing release will likely have 4 pilots like the X/Y wing release, and then some amount of pilots for the Falcon plus the 3 we know.

there are currently no spoiled Firespray generics, but we have four confirmed uniques

swz13_a3_slave-1_spread2.png

it may actually not be a stretch to expect no generics from plenty of large ships that you can't spam anyway, but you could still be expected to run two named pilots in a list

would not be surprised to see the bounty hunter/mandalorian merc/lothal rebel/outer rim smuggler/wild space fringer etc etc etc go the way of the dodo

we're also losing mid-generic pilots due to the initiative squish. The Obsidian Squadron is the new "academy" squadron at initiative 2, while the Black Squadron is initiative 3 (with crackshots shown in video/on stream). Looking at two generics max per ship, 1 is a mook and the other a higher ps mook with probable EPT

also, haven't seen any sign at all of TIE Advance generics

swz07_a1_tie-advance_spread2.png

nor a fourth named Y-wing

swz13_a3_y-wing_spread2.png

though we have seen gray squadron on team cov. and gold squadron on stream

Edited by ficklegreendice
1 hour ago, Firespray-32 said:

Information from another thread suggests there are 93 Imperial pilot cards, 84 Rebel pilot cards and 99 Scum pilot cards.

I'm struggling to fit the basic 2 generics, 2 named 1.0 values into those numbers, let alone four uniques a ship. Based on those numbers I suspect some of the less popular ships are only going to get one named pilot.

This "information" was from a friend of a person supposedly working at a distributor and had some kind of access.

I am inclined to not believe these numbers are accurate. First off the source s dubious secondly is the odd numbers, since the cardboard is bouble sided it would only make sense to have even numbers of pilots.

Either way though it's alot of pilots, and I would gladly take better quality pilots then extra garbage pilots I have to pay more for with a larger kit.

I'm going to try to compile all of the pilots we know about thus far. Please let me know if there are more that we know of and from where.

Rebel

X Wing:

  • Wedge Antilles (Exp)- (All Wings Report In) While you perform an attack, the defender rolls 1 fewer defense die.
  • Luke Skywalker (core) - (X Wing Second Edition) After you become the defender, before dice are rolled, you may recover 1 [Force].
  • Jek Porkins (core)- (X Wing Second Edition) (TC vs. Alex for the ability paraphrased) After gaining a stress token, you may discard the stress token and roll an attack die. On a [Hit], receive 1 facedown damage card.
  • Thane Kyrell (Exp)- (All Wings Report In) While you perform an attack, you may spend 1 [eye], [hit], or [crit] to look at the defender's facedown damage cards ______________________
  • Garven Dreis (Exp)- (All Wings Report In) After you spend a focus token, you may choose 1 friendly ship at range 1-3. That ship gains 1 focus token.
  • Biggs Darklighter (Exp)- (X Wing Unboxing) While another friendly ship at range 0-1 defends, before the Neutralize Results step, if you are in the attack arc, you may suffer 1 [hit] or [crit] damage to cancel 1 matching results.
  • Edrid Two Tubes (Saw)- (TC vs. Alex) Before you activate, if you are focused, you may perform an action.
  • Red Squadron Veteran - (X Wing Second Edition)
  • Blue Squadron Pilot - (X Wing Unboxing)

Y Wing:

  • Dutch Vander - (All Wings Report In) After you perform _________
  • Norra Wexley - (All Wings Report In) While you defend, if there is an enemy ship at range 0-1, add 1 [evade] result to your dice results.
  • Horton Salm - (All Wings Report In)
  • E____ - (Pilot Card Fan)
  • Gray Squadron Pilot - (All Wings Report In)
  • Gold Squadron Pilot – (World Demo Live Stream)

E Wing:

  • Corran Horn - (Alex Davy Interview)

A Wing:

  • Jake Farrell - (All Wings Report In) After you perform a [barrel roll] or [boost] action, you may choose a friendly ship at range 0-1. That ship may perform a [focus] action.
  • Green Squadron Pilot - (X Wing 2.0 Teaser Trailer)
  • Arvel Crynyd - (Alex Davy Interview) (paraphrased ability) you may boost into enemies. You may attack enemies you are overlapping.

B Wing:

  • Ten Numb - (All Wings Report In) While you defend or perform an _______________________

Sheatipede

  • Ezra Bridger - (Polish Leak)

Sabine's TIE Fighter:

  • Ezra Bridger - (All Wings Report In) Whiel you defend or perform an attack, if you are stressed, you may spend 1 [force] to change up to 2 of your [eye] results to [evade] or [hit] results.
  • Captain Rex

YT-1300:

  • Lando Calossian - (All Wings Report In)
  • Han Solo - (X Wing 2.0 Teaser Trailer)
  • Chewy - (Alex Davy Interview)

ARC-170:

· Garven Dreis - (World Demo Live Stream)

U Wing:

  • Bodh_____ - (Presumably Bodhi Rook)
  • Benthic Two Tubes (Saw) - (TC vs. Alex) After you perform a [focus] action, you may trasnfer 1 of your focus tokens to a friendly ship at R1-2

Imperial

TIE Fighter:

  • Mauler Mithel - (Crush the Rebellion) While you perform an attack at attack range 1, roll 1 additional attack die ____________________________________
  • Gideon Hask - (Crush the Rebellion)
  • Del Meeko - (Crush the Rebellion)
  • Howlrunner - (Crush the Rebellion) While a friendly ship at range 0-1 performs a primary attack, that ship may reroll 1 attack die.
  • Scourge Skutu - (Crush the Rebellion) While you ____________________________________
  • Night Beast (core)- (The Future of Star Wars Youtube)
  • Valen Rudor – (Worlds Display Case)
  • Iden Versio (core)- (X Wing Second Edition) Before a Friendly TIE/ln fighter at range 0-1 would suffer 1 or more damage, you may spend 1 [Energy]. If you do, prevent that damage.
  • Obsidian Squadron Pilot - (Crush the Rebellion)
  • Black Squadron Pilot - (X Wing 2.0 Teaser Trailer)
  • Academy Pilot – (Worlds Demo Lie Stream)

TIE Advanced:

  • Darth Vader - (Crush the Rebellion) After you perform an action, you may spend 1 [force] to perform an action.
  • Zertik Storm - (Crush the Rebellion) During the End Phase, you may spend a lock you have on an enemy ship to expose 1 of that ship's damage cards.
  • Ved Foslo - (Crush the Rebellion) While you execute a maneuver, you may execute a maneuver of the same bearing and difficult of a speed 1 higher or lower instead.
  • Maarek Steele - (Crush the Rebellion) While you perform an attack, if the defender would be dealt a faceup damage card, instead draw 3 damage cards, choose 1, and discard the rest.

TIE Advanced Prototype:

  • Generic Pilot - (Alex Davy Interview)

TIE Bomber:

  • DeathFire - (X Wing 2.0 Teaser Trailer) When you are destroyer, before you are removed, you may perform an ______ and drop or launch 1 device

TIE Phantom:

  • Whisper - (Crush the Rebellion) After you perform an attack that hits, gain 1 evade token.

TIE Striker:

  • Duchess - (Crush the Rebellion) You may choose not to use your Adaptive Ailerons. You may use your adaptive Ailerons even while stressed. __________________________

TIE Interceptor:

  • Tu_______ (Presumably Turr Phenrir) - (X Wing 2.0 Teaser Trailer)
  • Soontir Fel - (Polish Leak) (ability paraphrased) You may get a focus token if you have an enemy in your deadeye arc.

VT-49 Decimator:

  • Rear Admiral Chiraneau - (Crush the Rebellion) While you perform an attack, if you are reinforced and the defender is in the [forward half] ____________________________________
  • Captain Oicunn - (Polish Leak)

TIE Reaper:

  • Captain Feroph - (TC vs. Alex) While you defend, if the attacker does not have any green tokens, you may change 1 of your [eye]/blank results to an [evade].

Gunboat:

  • Rho Squadron Pilot - (X Wing 2.0 Teaser Trailer)

Lambda:

  • Lieutenant Sai - (Crush the Rebellion)

TIE Punisher

  • "R______ (Presumably Redline) - (Crush the Rebellion)

Scum and Villainy

IG-2000:

  • IG-88A - (Become Infamous) At the start of the Engagement Phase, you may choose 1 friendly ship with [calculate] on its action bar at range 1-3. If you do, transfer 1 of your calculate tokens to it.

Jumpmaster 5000:

  • Dengar - (Become Infamous) After you defend, if the attacker _______________

Firespray-31:

  • Koshka Frost - (Become Infamous) While you defend or perform an attack, if the enemy ship is stressed, you may reroll 1 of your dice.
  • Boba Fett - (Become Infamous) While you defend or perform an attack, you may reroll 1 of your dice for each enemy ship at Range 0-1
  • Krassis Trelix - (Become Infamous) You can perform [front arc] special attacks from your [rear arc].
  • Emon Azzameen - (Become Infamous)
  • Bounty____ - (Become Infamous) (NOTE: This could actually be for any medium sized ship, but I'm assuming it's Bounty Hunter, which is the same name as the generic Firespray in V1.0, so it's logical to be a generic FS31)

Kihraxz Fighter:

  • Viktor Hel - (Become Infamous) After you defend, if you did not roll exactly 2 defense dice, the attacker gains 1 stress token.
  • Cartel Marauder - (Become Infamous)

Protectorate Starfighter:

  • Kad Solus - (Become Infamous) After you fully ex__________________
  • Fenn Rau - (Become Infamous) While you defend or perform an attack, if the attack range is 1, you may roll 1 additional die.
  • Joy Rekkoff - (Become Infamous) While you perform an attack, you may spend 1 [charge] from an equipped [torpedo] upgrade. If you do, the defender rolls 1 fewer defense die.
  • Zealous Recruit – (World Demo Live Stream)

Scurrg:

  • Nym - (Alex Davy Interview)

Shadowcaster:

  • __enport Hunter - (Become Infamous)

Quadjumper:

  • Jakku Gunrunner - (Become Infamous)

Edited by Khyros
4 minutes ago, Khyros said:

I'm going to try to compile all of the pilots we know about thus far. Please let me know if there are more that we know of and from where.

Rebel

X Wing:

  • Wedge Antilles - (All Wings Report In) While you perform an attack, the defender rolls 1 fewer defense die.
  • Luke Skywalker - (X Wing Second Edition) After you become the defender, before dice are rolled, you may recover 1 [Force].
  • Jek Porkins - (X Wing Second Edition) (TC vs. Alex for the ability paraphrased) After gaining a stress token, you may discard the stress token and roll an attack die. On a [Hit], receive 1 facedown damage card.
  • Thane Kyrell - (All Wings Report In) While you perform an attack, you may spend 1 [eye], [hit], or [crit] to look at the defender's facedown damage cards ______________________
  • Garven Dreis - (All Wings Report In) After you spend a focus token, you may choose 1 friendly ship at range 1-3. That ship gains 1 focus token.
  • Two Tubes - (TC vs. Alex)
  • Red Squadron Veteran - (X Wing Second Edition)
  • Blue Squadron Pilot - (X Wing Unboxing)

Y Wing:

  • Dutch Vander - (All Wings Report In) After you perform _________
  • Norra Wexley - (All Wings Report In) While you defend, if there is an enemy ship at range 0-1, add 1 [evade] result to your dice results.
  • Horton Salm - (All Wings Report In)
  • Gray Squadon Pilot - (All Wings Report In)

A Wing:

  • Jake Farrell - (All Wings Report In) After you perform a [barrel roll] or [boost] action, you may choose a friendly ship at range 0-1. That ship may perform a [focus] action.
  • Green Squadron Pilot - (X Wing 2.0 Teaser Trailer)

B Wing:

  • Ten Numb - (All Wings Report In) While you defend or perform an _______________________

Sabine's TIE Fighter:

  • Ezra Bridger - (All Wings Report In) Whiel you defend or perform an attack, if you are stressed, you may spend 1 [force] to change up to 2 of your [eye] results to [evade] or [hit] results.

YT-1300:

  • Lando Calossian - (All Wings Report In)
  • Han Solo - (X Wing 2.0 Teaser Trailer)

U Wing:

  • Bodh_____ - (Presumably Bodhi Rook)
  • Two Tubes - (TC vs. Alex)

Imperial

TIE Fighter:

  • Mauler Mithel - (Crush the Rebellion) While you perform an attack at attack range 1, roll 1 additional attack die ____________________________________
  • Gideon Hask - (Crush the Rebellion)
  • Del Meeko - (Crush the Rebellion)
  • Howlrunner - (Crush the Rebellion) While a friendly ship at range 0-1 performs a primary attack, that ship may reroll 1 attack die.
  • Scourge Skutu - (Crush the Rebellion) While you _____________________________________
  • Iden Verbio - (X Wing Second Edition) Before a Freidnly TIE/ln figheter at range 0-1 would suffer 1 or more damage, you may spend 1 [Energy]. If you do, prevent that damage.
  • Obsidian Squadron Pilot - (Crush the Rebellion)
  • Black Squadron Pilot - (X Wing 2.0 Teaser Trailer)

TIE Advanced:

  • Darth Vader - (Crush the Rebellion) (??? Rumor location for ability) After performing an action, you may spend a focus token to take another action.
  • Zertik Storm - (Crush the Rebellion) During the End Phase, you may spend a lock you have on an enemy ship to expose 1 of that ship's damage cards.
  • Ved Foslo - (Crush the Rebellion) While you execute a maneuver, you may execute a maneuver of the same bearing and difficult of a speed 1 higher or lower instead.
  • Maarek Steele - (Crush the Rebellion) While you perform an attack, if the defender would be dealt a faceup damage card, instead draw 3 damage cards, choose 1, and discard the rest.

TIE Bomber:

  • DeathFire - (X Wing 2.0 Teaser Trailer) When you are destroyer, before you are removed, you may perform an ______ and drop or launch 1 device

TIE Phantom:

  • Whisper - (Crush the Rebellion) After you perform an attack that hits, gain 1 evade token.

TIE Striker:

  • Duchess - (Crush the Rebellion) You may choose not to use your Adaptive Ailerons. You may use your adaptive Ailerons even while stressed. __________________________

TIE Interceptor:

  • Tu_______ (Presumably Turr Phenrir) - (X Wing 2.0 Teaser Trailer)

VT-49 Decimator:

  • Rear Admiral Chiraneau - (Crush the Rebellion) While you perform an attack, if you are reinforced and the defender is in the [forward half] ____________________________________

TIE Reaper:

  • Captain Feroph - (TC vs. Alex)

Gunboat:

  • Rho Squadron Pilot - (X Wing 2.0 Teaser Trailer)

Lambda:

  • Lieutenant Sai - (Crush the Rebellion)

TIE Punisher

  • "R______ (Presumably Redline) - (Crush the Rebellion)

Scum and Villainy

IG-2000:

  • IG-88A - (Become Infamous) At the start of the Engagement Phase, you may choose 1 friendly ship with [calculate] on its action bar at range 1-3. If you do, transfer 1 of your calculate tokens to it.

Jumpmaster 5000:

  • Dengar - (Become Infamous) After you defend, if the attacker _______________

Firespray-31:

  • Koshka Frost - (Become Infamous) While you defend or perform an attack, if the enemy ship is stressed, you may reroll 1 of your dice.
  • Boba Fett - (Become Infamous) While you defend or perform an attack, you may reroll 1 of your dice for each enemy ship at Range 0-1
  • Krassis Trelix - (Become Infamous) You can perform [front arc] special attacks from your [rear arc].
  • Emon Azzameen - (Become Infamous)
  • Bounty____ - (Become Infamous) (NOTE: This could actually be for any medium sized ship, but I'm assuming it's Bounty Hunter, which is the same name as the generic Firespray in V1.0, so it's logical to be a generic FS31)

Kihraxz Fighter:

  • Viktor Hel - (Become Infamous) After you defend, if you did not roll exactly 2 defense dice, the attacker gains 1 stress token.
  • Fenn Rau - (Become Infamous) While you defend or perform an attack, if the attack range is 1, you may roll 1 additional die.
  • Joy Rekkoff - (Become Infamous) While you perform an attack, you may spend 1 [charge] from an equipped [torpedo] upgrade. If you do, the defender rolls 1 fewer defense die.
  • Kad Solus
  • Cartel Marauder - (Become Infamous)

Protectorate Starfighter:

  • Kad Solus - (Become Infamous) After you fully ex__________________

Shadowcaster:

  • __enport Hunter - (Become Infamous)

Quadjumper:

  • Jakku Gunrunner

Wasn't Biggs revealed in the unboxing video?

1 minute ago, bwingstrike said:

Wasn't Biggs revealed in the unboxing video?

Yup. Added him. I'll search back through the videos for his ability text.

Arvel Cryndd has been confirmed. Alex Davy said he could now boost into enemy ships and shoot them

And I think Ten Numbs ability is the same as Keyan 1.0 version, but for attacking and defending

While you defend of perform an attack you may spend one stress token to change all your eyeball results to hits or evade results

Edited by bwingstrike

I've updated the list based on what WiredIn has added from his thread.

Fenn Rau is in a Protectorate, not a Khirazx, in Become Infamus. Same for Joy Rekoff and Kad Solis.

Only Victor Hel is confirmed for Khirazx in Becoming Infamus.

1 hour ago, ficklegreendice said:

can we really assume 4 uniques per ship, though? We can only really confirm this for wave 1 of 2.0

I'd say it's probable for the reprints. The pattern set by the more expensive 2.0 blisters is the 1.0 content +2 unique pilots.

TIE fighter: Howlrunner, Scourge and Mauler Mithel + Gideon Hask, Del Meeko and Valen Rudor
TIE advanced: Darth Vader and Maarek Steele + Ved Folso and Zertik Strom
X-Wing: Wedge Antilles and Garven Dreis + Biggs Darklighter and Thane Kyrell
Y-wing: Horton Salm and Dutch Vander + Norra Wexley and some pilot beginning with E.

I'd say the "new content included in the conversion pack for the benefit of veteran players" is probably these extra pilots. Given they've said the Wave II onwards blisters will also have new content I also think it's likely those blisters will have another two named pilots for the ships they rerelease. They've said they'll have new content and FFG has been very consistent with their blister card counts in the past.

58 minutes ago, Khyros said:

TIE Advanced Prototype:

  • Generic Pilot - (Alex Davy Interview)

On Twitch stream they mentioned The Grand Inquisitor, The Seventh Sister, and the generic Inquisitor pilots for the TIE Advanced Prototype.

2 hours ago, Khyros said:

That's information I haven't seen before regarding the number of pilot cards. So 84 Rebel, 99 Scum, 93 Imp. Let's see how this works out. First, we know that each ship still maintains its own generic pilot card - otherwise the X Wing expansion box wouldn't have the Blue/Red generics in them. If we maintain the same number of generics for rebels as v1.0, we come up with 54 generic pilot cards. We already know there are 8 uniques between the X and Y wing, 62 pilots. That means that we have 22 unknown pilot cards. There are 15 remaining ships, including 4 (Phantom 1, Phantom 2, Sabine's TIE, ARC170) ships that don't have a single generic in v1.0. If we give them a single generic, that means that we have 18 pilot cards remaining for 15 ships. So basically a single unique per ship. This seems *VERY* concerning to me. It means that we're going to have 8 X Wing uniques (4 from core game presumably, 4 from expansion) 4 Y Wing uniques, and yet only a single unique for every other ship. Which means to me that they're going to go the route of W2 = Falcon & A wing, each with numerous pilots in it, such that we have to buy those ships again to get the uniques that come from that pack.

Alternatively, they could be going to a single generic for most ships. We already know the X & Y have 2 generics, but let's put everything else down from 2 to 1. This means that there are 35 generic pilot cards, another 8 known uniques, and at least 4 uniques for the 4 ships with no generics, for a total of 47 pilot cards. This leaves us 37 for additional uniques, and with 15 ships, that's basically 2 per ship, with 7 more pilot cards to be determined. These 7 could potentially be on the Falcon, Outrider, HWK, etc that are very unique pilot specific. But this still just doesn't make sense to me since they are leaving the 2 generics for the X & Y.

If we knock the number of uniques down to 2 per ship (except X & Y), then we're still at 88 with the current generic breakdown. Perhaps there's actually going to be some ships without generics. I'm of course speaking of the Falcon, Outrider, and Ghost - ships that are truly supposed to be "unique." Though I would argue if this was the case, then we wouldn't be getting upgrades to convert two ships. But that brings us down to 82 pilots. If the HWK was included in this, we'd be down to 80. There would then be 8 ships without generics. 4 of those could have 3 uniques, the other 4 would be with 2 uniques. Perhaps the Z95 only has 1 generic, of all of the mass produced ships to lose a generic, it makes the most sense. In that case, all 8 of the unique ships could have 3 unique pilots. That brings us to 84 pilot cards with a pretty well established rules... so let's apply those rules to Scum and Imps and see if we can match those pilot card counts.

So for scum, we have 99 total pilot cards. Applying the same rules of 0 generics for Hound's Tooth, HWK-290, IG-2000*, Mist Hunter, Punishing One, Scurrg, Shadow Caster, and Slave 1 as zero generic ships and 3 uniques (except IG2000, with all 4), we end up with 45 generic cards, and 87 total cards. Though one could easily make the case that there should be more Protectorate and Slave 1 uniques since the X wing is going to have 8 (assuming 4 in the core set) and the Y wing 4... Actually, there are going to be 3 more X Wing pilots in the Saw's Renegade pack, but let's ignore those for the moment... We can make a similar guess regarding the Protectorate and Slave 1, and put them at 8 and 6 uniques, with the idea that the X wing is at x4 and the Y wing at x2, so use the same multipliers. That puts us at 95 cards. I really don't know where the other 4 cards could come from, it would just be speculation at that point - perhaps 2 for the Y wing since it's released in W1 for the Rebels. Or maybe the scum will have 2 generics on the Z95.

So let's see about the Imperials though. If we're cutting down to 93, we got a lot of work to do. First, let's cut out the generics from the Lambda and VT49, and let's cut down from 3 to 2 generics on all the remainders. This puts us at 60 generic pilots, and with 2 uniques each, except of course those with no generics which have 3, we're at 88 cards. From there, let's double the TIE/ln and TIE/x1 unique as the W1 releases, and that puts us at 92. No clue where that last card comes from. But it does seem like if those are the pilot card counts, that this is likely the future.

But that does mean that if this is the goal, that they will likely be releasing an A Wing v2.0 and Falcon v2.0 as wave 2. And those are likely to have more pilots in them since we only have 2 pilots for the A wing, and 3 for the Falcon, and the new v2.0 A Wing release will likely have 4 pilots like the X/Y wing release, and then some amount of pilots for the Falcon plus the 3 we know.

So getting back to this... If we say every ship has at least a generic and an unique, coupled with the information we know above about pilots already, Rebels have 69 pilot cards, Scum is at 60, and Imps are at 64. There's only "15" remaining cards for the rebels then. And there are 10 ships that we're assuming only have a single unique, which has never been the case before. So if we put as second unique on all of those, we only have 5 cards left. I don't think those card counts are a reputable number at all. It just doesn't seem to make any sense.

What if the pilot cards are now double sided like the bases?

They're not.

But do we get GRAZ THE HUNTER?!?!?!?!?!