FFG: New X-Wing FAQ & Errata Update

X-Wing just got some pretty big changes to the meta thanks to a new FAQ & Errata. Say your good-byes to Dengaroo lists now…

Fantasy Flight Games always tries to tweak X-Wing to keep it fine-tuned and running smooth. But at some point, sometimes tweaks can only get you so far and you simply have to errata cards for the health of the overall game. Fans of those combos certainly won’t like these changes as a few very popular cards just got hit hard with the nerf-bat. That said, let’s take a look at exactly what changed along with why.

via Fantasy Flight Games

Biggs Darklighter

Biggs Darklighter has long been a feature of the the competitive X-Wingscene thanks to his ability to force your opponent to fire at an undesirable target. The combination of the effect being so impactful and active at all times allows lists that make full use of Biggs Darklighter to maximize survivability without major tradeoffs, even late into the game.

Now Biggs Darklighter’s signature ability only works ONCE per game. That means the player will have to use this ability on a pivotal turn to help protect/setup their play. Conversely, opponents can attempt to counter-play it by trying to bait out the ability early. This makes the card much more dynamic for gameplay. He’s still a great ship to have, but he’s no longer the ultimate sacrificial lamb ship that he used to be.

JumpMaster 5000

Errata is not undertaken lightly, even more so when it comes to Ship cards. However, the JumpMaster 5000 has remained at the top of competitive X-Wing tournaments for more than a year. Its ability to launch ordnance and its potent dial—made even more flexible by the numerous and powerful salvaged astromechs it can equip—have made it a very difficult ship to contend with.

With this errata, all JumpMaster 5000 ships ( Contracted Scout , Dengar ,Manaroo , and Tel Travura ) lose both torpedo upgrade icons and the Salvaged Astromech upgrade icon.

OUCH! This one is going to sting quite a bit. The JumpMaster 5000 just got BOTH torpedoes taken away from it along with the Salvaged Astromech slot. I guess these changes might get other ships a chance to shine in the Scum & Villainy fleet. This was probably one of the biggest changes we’ve seen in the game to a specific card. As the designed did point out, the ship is still rocking a 2 die primary turret and it didn’t lose any of it’s maneuverability. However this ship was really seen as a crutch and thanks to it’s ability to put out a ton of damage and fly with little issues. If you were relying on the firepower of this ship’s Torpedoes, you’re now going to have to find another way to win.


The new text for “Genius” is: “After you reveal and execute a maneuver, if you did not overlap a ship, you may discard 1 of your equipped [Bomb] Upgrade cards without the “Action:” header to drop the corresponding bomb token.

You can no longer Overlap an enemy ship and bomb it. It’s still a powerful card, it’s just not as “automatic” as it used to be. And speaking of automatic…

Advanced SLAM

Advanced SLAM has allowed K-wings to reliably hit any ship in striking range with Conner Nets or other mines, inflicting unavoidable, guaranteed damage in many board states. Player interactivity and the chance to respond to most effects are extremely important parts of X-Wing, and K-wings with Advanced SLAM for the purpose of unavoidable bombs proved to be a successful combination that revolves around limiting or eliminating interaction.

Advanced SLAM now reads: “After performing a SLAM action, if you did not overlap an obstacle or another ship, you may perform a free action on your action bar.

Again, the Developers want to encourage player interaction and counter-play, not “auto damage” situations where the opponent can’t do anything. Unavoidable bombs certainly leads to a frustrating play experience and that was a problem that was addressed by limited the effectiveness of the Advanced SLAM.

Attanni Mindlink

Attanni Mindlink has been the most defining Upgrade card of the Scum faction in the last year of X-Wing, and for good reason. The fact that stress and focus are both shared was designed as a balancing act for players. The problem is that if even a single ship with Attanni Mindlink can stay clear of stress, all linked ships essentially reap the full benefit.

Attanni Mindlink now begins with the restriction: “Limit 2 per squad.

The Attanni Mindlink builds had a built in weakness of sharing stress. However, if you could clear a single ship of the stress then they would get the all of the benefits. This wasn’t terribly difficult to do when you could run this on 3 ships. Now with the change to limiting the card to 2 Per Squad, opponents can more easily deal with those ships. It certainly is a nerf, but now both players will have to be more strategic about their Mind Linked ships.

You can read the full FAQ HERE. If you’re playing in an Organized Play event you should also be aware these changes take effect on November 6th, 2017!


What do you think of these changes to X-Wing? Was the removal of the JumpMaster 5000’s Torpedoes appreciate?

  • Dennis J. Pechavar

    Well that’s annoying.

  • marlowc

    Good to see them fine-tuning the game like this isn’t it. But for me at least, I reckon taking the astromech as well as the torpedoes off the Jumpmaster is too much. The salvaged astromechs could give a real bit of character I thought.
    Shame the tournament scene is thought to be so important, this ship was never that dominant in our friendly games.

    • Dennis J. Pechavar

      I was the only one to use them in my group. Also only used one and seldom if ever used torpedoes. Mindlink is only really useful if used on 3 or more ships so now my syck list won’t have anywhere near the usefulness it had and it was struggling as it was. Not that I’m disagreeing with the fact that mindlink is very strong.

    • ChahDresh

      The ship already had a terrific dial. For one point more, Unhinged Astromech gave it a LUDICROUS dial and a stupendous interaction with K4 Security Droid. The other droid options were good too (R4 Agromech, particularly). It makes sense.

  • vyrago

    the Jumpmaster was horribly broken from the start and should never have been released in the form it was. A colossal miscalculation from FFG. They had to nerf it 3 times to try to reign it in. Finally now, its been effectively removed from the game, kinda like the T-65 X-wing.

    • BenTheMan

      They could have removed one Torpedo and the Salvaged Mech or both Torpedos but not all 3. Thats just too much.

      Probably kills the Jumpmaster which was a refreshing unique ship to fly until now. :-/

      • ChahDresh

        I disagree. Most Dengar builds aren’t affected by this much. There are other variants that are playable still as well. It is hardly “killed”.

      • Dennis J. Pechavar

        They should have made the title card give back salvaged mech. For the price you pay to get the title in the first place there should be no issue with getting one ship a salvaged mech.

        • Andrew Davies

          I like that idea. Pity FF didn’t think of that.

          • Dennis J. Pechavar

            Thanks, it just is annoying that we get a nuclear strike that kills a lot of builds instead of fixing the main problem. Biggs was the only T-65 I’ve seen used so if that gives us the ability to buff them then all good.

    • The difference is the T-65 was never overpowered. In fact, with Biggs no longer holding it back, they’re now free to buff the chassis back up to useful levels.

      It was kind of sad that the most iconic starfighter in all of science fiction, and the NAMESAKE OF THE GAME, was such a nugget that the only was it ever saw serious play was because of an overpowered pilot ability.

  • BenTheMan

    What about the Combination “Genius” and “Bomblet Generator”?

    Do i now discard the bomblet generator to use them after moving?

    I understand that FFG wanted to clarify things so people don’t argue that genius does not require Bombs to be discarded when using them with genius but this kills the combo Genius & Bombletgenerator….

    So sad, FFG just killed two Lists I was using atm. One with the Jumpmaster and the other with a Scurrg with Genius and the Bomblet Generator. 🙁

    • ChahDresh

      I think it was intended to kill Genius plus Bomblet Generator. The threat range it gave to Nym– especially with Advanced Sensors– was pretty astounding, providing guaranteed offense with no drawbacks. Not bad for zero points! This was warranted.

  • Andrew Davies

    And with the triple hit to the jumpmaster I think it’s time I stop buying x-wing stuff. Both torpedo slots or one torpedo and the astromech but not all three – that’s just the sort of crap that puts me off supporting a game system. Bye bye X-wing, it was nice while it lasted.

    • Or, you could – I dunno – try something other than triple u-boats? Maybe something fun?

      • Andrew Davies

        Never fielded three of them, or even two of them. I don’t play competitively, and I’m not out to win. I simply don’t like companies trashing units in the name of ‘balance’ especially when the balance means the unit cannot use resources it was sold with – in this case torpedoes and salvaged astromech.

        • William Barnickel

          dude, if you just play causually, there’s nothing that says you have to do anything different than what’s on the printed cards. this is just for official events and tournament play, which is what this is meant to help…and it was a SERIOUS problem there. if you’re playing causually, do whatever you want. that’s the benefit of playing casually.

    • ChahDresh

      Most of the time I see someone publically proclaiming that they’re quitting, they fall into one of two categories: people who were going to quit anyway and were looking for an excuse, and people bluffing. I don’t know you; you may very well be sincere (in which case, I don’t know what game you *would* support, since games increasingly do this sort of balance-oriented errata). However, you would be a rarity. Regardless, this sort of melodrama is rarely effective.

      • Andrew Davies

        No melodrama intended. I play casually and I happen to like the ship as Dengar is my favorite SW character.

        I fall into neither of the categories you describe. I was neither looking for an excuse to quite nor am I bluffing. I know the only thing companies care about is their bottom line so the only way I can register my displease is not stop purchasing things from them – which I have now done.

        I support lots of games and am in favor of adjusting units to increase balance but I’m against gutting units and rendering useless the upgrade cards that they are sold with! That’s bad for a game not good.

        • William Barnickel

          dude, the stuff it’s sold with isn’t useless. they work perfectly fine on other ships. think of them as bonus cards with your jumpmaster. and, again, for someone who plays ‘casually’ you seem to be going way overboard with your reactions to eratta that only impact official tournament play. ffg is finally doing something that needed to be done a long time ago with a lot of meta defining and strangling cards. and it was just getting worse with the new content.

  • Good riddance to bad BS.

    Now if you’ll excuse me, I’ve Squints to dust off and blood stripes to paint…