Tabletop Spotlight: Star Wars Wave X


X-Wing Wave X has made the jump from lightspeed and landed on shelves – come see the contents!

Our friends at Dragon’s Lair Comics & Fantasy brought over that rest of X-Wing Wave X and these ships are going to shake-up the meta:

Where to start! We’ve been waiting for the these 3 ships for a long time and now they are finally here! We’ve talked about the Upsilon Shuttle way back in October. Then we talked about Sabine’s TIE and the QuadJumper shenanigans as well. We’ve known what these ships could do and even got to look at some of the crew early like BoShek.

But now that these cards are out I wanted to talk about one of the big changes these new ships are bringing to the game: Conditions.


All of these ships are literal game changers because they are adding the new Conditions rule to the game. The way these cards work is different for each card, some of them have triggers, some are assigned at the start of the game, some can hop from ship-to-ship. Conditions are weird and unique to what their specific effects do.


Kylo Ren, for example has his own Condition card:


The abilities of the Condition cards seem alright overall as I don’t think any of them are game breaking. I think they could be neat for causal play for sure – but I don’t foresee Kylo Ren showing up in many “tournament” Imperial lists as a passenger.

I think Captain Rex might have a shot at being a decent distraction, especially for only 14 points base:


His condition forces your target to roll 1 less attack dice. Now he’s still only in a TIE fighter, but that could allow a more “tanky” ship to survive for another round.


But don’t think that Scum has been left out. Actually their condition could be useful in anyone’s lists:


A Score to Settle allows you to flip a Focus result to a crit. Unfortunately, your target gets to do the same to you:


Again, these conditions aren’t earth shattering but they can catch you off guard if you haven’t seen them before. We cover ALL of the cards in the video above if you want a full breakdown. But Star Wars: X-Wing Wave X is out and in stores now – so get to it!

Quadjumper Expansion Pack $14.95


First appearing in The Force Awakens, the quadjumper arrives to X-Wing™ as a Scum and Villainy ship, full of new maneuvers and dirty tricks. In addition to its pre-painted quadjumper miniature, the Quadjumper Expansion Pack allows you to militarize this typically unarmed ship with four Scum pilots and eight upgrades. These include new crew members, illicit technologies, and a modification that grants extra versatility to your tractor beam tokens. Finally, a unique elite pilot talent and associated condition help your elite pilots pay back their debts against those who have done them wrong.

Sabine’s TIE Fighter Expansion Pack $14.95


The ubiquitous TIE fighter was one of the Empire’s most common symbols of oppression. When one of these nimble crafts fell into the hands of Rebel saboteur and artist Sabine Wren, she knew exactly how to customize it for use against the Empire. Brilliantly repainted and retooled, the TIE fighter from the Sabine’s TIE Fighter Expansion Pack for X-Wing™ comes with four unique ship cards and six upgrades, including the Sabine’s Masterpiece Title, which allows your Rebels to outfit the ship with crew and illicit upgrades.


Upsilon-class Shuttle Expansion Pack $39.95


Make your opponents fear the First Order and the dark side of the Force with the Upsilon-class Shuttle Expansion Pack for X-Wing™! It features one pre-painted, large-base miniature of the sleek, predatory shuttle that the First Order typically used to escort its high-ranking officers. Boasting both powerful weapons and shields, the shuttle also comes with a full complement of fifteen upgrades. These include advanced new technologies as well as the dark side warrior Kylo Ren, who allows you to hinder your foes with his associated condition, I’ll Show You the Dark Side.


I’ll show you my dork dark side.

-Kylo Ren

  • ForgottenLore

    Conditions aren’t really as groundbreaking as they seem at first glance. Really they are just a restructuring of a mechanic that has been in the game since day 1. Ion tokens, tractor beams, even stress could be phrased like conditions, and if Rex was giving a “suppressive fire token” that had an accompanying rule card no one would have batted an eye.

    What conditions are really doing is reformatting a core mechanic (tokenso that more complicated effects can be applied