“You know impossible is what Rogue Squadron does best of all.”
The E-wing from the E-Wing Expansion Pack for
excels at a number of things that are impossible for other starfighters.
A 360-degree view of the E-wing.
The E-wing is the only starfighter that combines the ability to equip both an Astromech Droid and a system upgrade, permitting such defensive combinations as an
partnered with the
upgrade from the
-class Shuttle Expansion Pack, or opening the way for the tricks permitted by combining Advanced Sensors with
Because the E-wing has a base agility value of “3” and the option to equip an Astromech Droid upgrade, it’s also the only starfighter in the game capable of ramping up to an agility value of “5” through the use of both the
Expansion Pack) and the
Astromech Droid. Against an opponent firing at your E-wing from Range “3,” that’s six defense dice!
Along with the B-wing, the E-wing is the only Rebel starfighter to feature the barrel roll action in its action bar, which combines well with the
upgrade and permits the starfighter an astonishing range of potential movement each turn. Unlike the B-wing, though, the E-wing has a maneuver dial with more green maneuvers than red ones. As a result, E-wing pilots with high pilot skill values and good ideas about how best to use their actions and maneuvers should be able to
their foes each round and line up clear shots.
Finally, when it’s piloted by
, the E-wing is the only starfighter that can perform an attack in the End phase.
Of course, these are only a few examples of the different ways the E-wing may carve out its own, unique niche within the fast-paced space battles of
Built to Adapt
Developed by FreiTek Inc. to combine the best elements of both the X-wing and A-wing, the E-wing easily stands among the Rebellion’s fastest, toughest, nimblest, and most versatile starfighters.
, the E-wing is one of the Rebel Alliance’s most customizable and adaptable starfighters. It can equip astromech, torpedo, and system upgrades, and it can make excellent use of several different modifications. This means that you can outfit your E-wing to perform almost any role. It also means that, as with the TIE defender, you could easily outfit your E-wing with so many upgrades that it becomes a ship that soaks up too many of your available squad points for too little value.
For example, Corran Horn is a great pilot. Still, if he were to splurge on his E-wing, adding
, R7-T1, Outmaneuver, Advanced Sensors, and a
modification (from the
Expansion pack), you’d gain a pilot capable of darting through enemy starfighters and closing in for the kill, but he’d also cost you fifty squad points, fully half of your squad.
As with any ship in
, the key to flying the E-wing is to understand how it will function within your squad.
Because his ability allows him to attack twice in the same round, Corran Horn excels at getting in close for the kill and finishing off his opponents with one or more shots fired at Range “1,” and a squad designed to take advantage of his talents might focus on restricting enemy flight paths, perhaps through the use of Ion tokens.
Alternatively, you could attempt to isolate enemy starfighters by threatening to eliminate tightly clustered ships with a few shots from
loaded onto your Z-95 Headhunters, and then as your opponent’s ships scatter, Corran Horn could zip in and gun them down, one by one. His ability makes him one of the best targets in the game for a
Fire Control System
elite pilot talent upgrade, as the Fire Control System will generate a target lock for his attack in the End phase while the effects of Marksmanship will also carry over from the Combat phase into the End phase.
Conversely, you plan to win initiative with a squad that features a
Knave Squadron Pilot
, and you could fly him into your enemy’s flight paths early in the Activation phase to limit your opponent’s maneuvers and actions. Moreover, if he were upgraded with R2-F2 and a
, your Knave Squadron Pilot should survive the initial volleys of enemy fire in order to block enemy flight paths for a good number of rounds to follow.
Any Rebel pilot looking for the services of a good wingman ought to consider recruiting
to his cause. Whether he maneuvers to outflank his foes or simply flies in formation with his squadmates, Etahn A’baht can help his squadmates convert regular hits to critical hits, making him a valuable component in any squad designed to generate uncancellable hits for
or cripple enemy forces with a swarm of Z-95 Headhunters seeking to blind enemy pilots, disable secondary weapons, or even destroy enemy ships outright with
after Direct Hit!
You could also decide to avoid squad formations and tactics, favoring a dogfighting strategy in which you simply fly each of your ships individually. Here, once again, the E-wing’s strong combat statistics, upgrades, and adaptability serve it admirably and lend tremendous strength and flexibility to the Rebel cause.
Take the Helm
Few starfighters invite as much creative squad-building exploration as the E-wing; the options are almost endless.
How will you outfit and make use of your E-wing? Head to your local retailer today to pre-order your copy, then visit our
to share your thoughts and join the ongoing squad-building exercises!
is a tactical ship-to-ship combat game in whi
ch players take control of powerful rebel X-wings and nimble Imperial TIE Fighters, facing them against each other in fast-paced space combat. Featuring stunningly detailed and painted miniatures, X-Wing recreates Star Wars’ exciting space battles. Select your crew, plan your maneuvers, and complete your mission!
© & TM Lucasfilm Ltd.