X-Wing 1e, Bares Bones, Legends or Prime are our base line for play, stripping the game down, replacing some elements in a layered approach to taste and playing the “old school” game.
Nothing against 2e, but 1e is just a great game and if limited it is relatively simple and balanced.
One upgrade type that is removed, is the Elite Pilot Talent, or EPT. These and Titles are the main “over-complicators”, along with Mods, which tend to level out ships and pilots and rob them of their uniqueness (Boost for example is a rare beast and Barrel Roll mostly an Imperial thing in BB, but basically anyone can have them in full X-Wing).
One form of the reduced format game though, that can have EPT’s is “Classic” concentrating on the three original movies, or more specifically the battles of Endor, Yavin and Hoth and the little skirmishes in between.
It is not limited to only the named out pilots, but the full squadrons present.
The Rebel Red, Gold, Grey, Green, Rogue and Blue squadrons and Imperial Black, Sabre (181 group), Obsidian and Scimitar squadrons, the Guard and Omicron group, as well as the personalities present including the bounty hunters highlighted in the Empire Strikes Back.
This is a chance to round out some pilots, allow them to be used as an introduction to 1e X-Wing, to scratch that “simulationist itch” and use some of those mostly neglected EPT’s.
Pilots are built out as complete builds, “quick” builds if you like with EPT’s and named Titles as relevant. These are thematic, relevant and cosmetically consistent (meaning the card art fits the faction or ship).
Not all EPT’s are covered and not all pilots get one. Some get more than one and points cost is not as big a consideration as feel. An effort was made to keep in mind the all too useful tournament combinations, Jake + PTL being the only real exception.
Vader (9) already gets two Actions to simulate his Force mastery, but he now also gets Determination for added Force discipline (and his portrait on the card) and Squad Leader, which feels right for his role as intimidating, but empowering leader.
One of his wingmen Mauler Mithel (7) gets Predator to enhance his already strong R1 bonus.
The other Back Stabber gets Opportunist, ‘cos it fits.
Juno Eclipse (8), the only other Tie Advanced pilot in Black Squadron (small stretch, but canon), gets Adrenaline Rush as she can activate this with her trick of changing speed after reveal, including three red K-Turns (not many red moves in Classic for Imperial fighter pilots).
Soontir Fell (9) has a good Talent gaining a Focus when stressed, but little opportunity to use it in BB. Avoiding PTL because it has A-Wing art and is a little too powerful on Soontir, he gets Daredevil and Intensity, which both add stress for extra effect.
Turr Phennir (7) has a cool Talent gaining a Boost/Roll after an attack, but now also gets Swarm Leader for more clout as well.
Howlrunner (8) gets Swarm Tactics as is often the case, making her the Tie enabler.
Kir Karnos of the Guard gets Expose, not because it is a particularly good EPT, more because it smacks of an Imperial Guards fanatical commitment.
Major Rhymer (7) gets Snap Shot (making it more useful and with Jonus a double try), Capt Jonus (6) has Saturation Salvo making the two bombers a little more potent and Colonel Jendon (6) Ruthlessness (with a Heavy Laser Cannon).
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Luke Skywalker (8) has his portrait card that comes in the base set, Deadeye, which seems to fit him in his “use the Force Luke” role.
Wedge Antilles (9), the Rebel miracle-man gets Expert Handling and Cool Hand, one to add survivability and re-positioning, the other to allow a once-off benefit from that (“I Roll, I ditch your TL, I Evade or Focus, well once anyway”).
Ten Nunb (8) the B-Wing ace gets Adaptability to help allow Ten to decide when to be in the activation stream. It is also the only EPT in the mix with a B-Wing featured and it is free.
Wes Jensen (8), with a decent offensive Talent like Wedge, gets Lightning Reflexes to aid with his survivability and move options.
Keyan Farlander (7) gets Stay on Target, which turns adjusted moves red (B-Wings have these in abundance, so it gives them some relevance) and he clears his stress if attacking.
Biggs (5), the original sacrificial lamb is given more reason to live (die?) with Wingman. Less stressful I guess when you know your flanker will always take the hit.
Han Solo (9) has a strong offensive Talent (re-rolls), but nothing to represent his slippery nature. Elusiveness is a fit (and comes with the TFA Falcon) and also Trick Shot, which is a freebie and adds a sense of offensive cockiness.
Chewie (5) is a great fortress/blocker often saving the day, so he gets Draw Their Fire and becomes a bigger Biggs. He is built out with the two droids for extra staying power making him hard to hit and harder to take down. I wanted to give him Selflessness (Wookie on the front) and Lando DTF, but it is only for small ships.
Green squadron is thin on EPT capable pilots without generic Title, so Jake (7), a personal favourite, gets the primo one, Push the Limit. It is good and thematic on Jake, but not as dangerous as Tycho (who is absent) or Soontir (wrong art). At least someone has one of those crazy 1e Action chains.
Dutch Vander (6) is built out with a Synched Turret, so a perfect candidate for Marksmanship.
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The scum are a good place to line up both some dedicated card art and some nasty, thematic combos.
Dengar (9) is an expensive pilot with Title (12 pts for “Punishing One”), so Crack Shot and A Score to Settle for 1 point total empower him, fit his legend and keep him under control.
Boba Fett (8) has a couple of EPT’s with basically his name (well picture) printed on them. Lone Wolf (Slave 1) and Fearless (Mandalorian pilot) fit. His Talent of changing move is handy, but some extra controlled aggression suits him as well.
Bossk (6) get Rage, because, well, it’s Bossk through and through, as the picture suggests.
IG-88 (6) gets Intimidate. I was going to go for Calculate, but the image of Guri did not fit. The dial and cold robotic brutality of him fit. Intimidate also fits Arvel’s approach, but personally I don’t find the A-Wings intimidating.
More fun in the 1e space, which just keeps giving.