Two Very Different Ways Of Segregating 1e X-Wing

I tinker with 1e X-Wing regularly. It makes me happy, keeps me invested and connected.

Two segregations that have become popular around here lately are deliberately polar opposites, but both equally satisfying.

Everyday Heroes uses only generic ships pilots.

The hump that needed to be smoothed was one of PS for the various ships. The Rebels were severely nobbled here with a scattering of PS4 pilots, no 5’s or 6’s. The Empire has a pair of 6’s and several 5’s, the Scum a decent showing of 5’s (a product of limited names to draw from, resulting in a need for better generics like Imperial Guard pilot and Black Sun Ace).

The fix is elegant and simple. The “PS” value becomes a load-out value, which can be spent on EPT’s and Mods only, two upgrades we generally avoid to fix the broken bits of 1e. These are effectively free, factored into the cost of the ship, so a bought benefit, but a benefit no less. If a ship also has an EPT slot, that can be used to buy any value EPT, bought as normal.

Crew and Droid upgrades are also limited to generics and upgrades generally are quite conservative with no Ion effects for example.

“0” cost Mods and EPT’s are obviously removed as are any that pertain to PS variants, limitations or effects and Titles, named or generic are also out.

Initiative is changed to “random order after dials are set”, the d6 roll winner choosing to move and fire first or second in order for each, both having advantages, the first mover/firer obviously gets first shot, but the second gets to manoeuvre in response to the first mover and the Snapshot EPT becomes a big deal.

The Rebels could be accused of being less interesting, less “modified”, but that is fine, it all evens out with larger squads etc. The weaker-cheaper pilots are more predictable, less interesting, the stronger ones can be quite capable and unpredictable.

The Red Sqd Pilot X-Wing for example has points 4 to spend on Engine Upgrade (faster), or Expert Handling and Vectored Thrusters (jouster), or maybe Wingman and Selfless (like Biggs), Deadeye, Munitions failsafe and Stay on target (payload Luke).

The PS 6 Imperial Guard pilot could go with Stealth Device and PTL or maybe Targeting Comp, PTL and Lightning Reflexes (faux Soontir) or Autothrusters, Predator and Crack Shot and that is before taking another EPT.

The Black Sun Ace Kihraxz, lacks Vaksai, but can still sport 5 points of upgrades and an EPT, so up to 9 points of EPT’s and Mods.

The ships are clean, the mods stand out as points of difference.

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The second group is “Legends”, which only uses named Pilots, Crew and Droids as well as named ship Titles. These are quite literally the stuff of legend and show up when they add something different.

Legends assumes mundane Droids, Crew etc are always present making the world go around, it just calls out the names that make a difference.

Time for the ships with no generic options like the two Phantoms or Captured Tie to shine.

PS is used as usual, but no EPT’s (there is an experimental option) or Mods (the named pilot abilities are the difference). This translates into more mixed squads, just like the movies, which is fine.

Legends also increases the range of options including Ion effects and combat is resolved as normal.

Legends feels like a platform for mixed squads with interesting combinations and still allows for many of the power builds of open X-Wing (Han, Chewie, C-3PO and Falcon Title or Palpatine and Soontir).

If I had to choose, Everyday Heroes could easily be my one ride here, but all options are good on their day.