Hull | 1000 |
Shield | 1000 |
Speed | 130 |
Acceleration | 144 |
Manoeuvrability | 70 |
- U-wings keep the squadron flying. This is a support fighter specializing in disabling enemy fighters and empowering the squadron.
- -Zerelda Sage
Support craft have a number of auxiliary systems dedicated to helping their team and hindering their opponents. While poor dogfighters and should never be in the middle of a furball, supports are often bullied by other players due to their value. They have a few anti-fighter auxiliary options, but lack the mobility of fighters and interceptors and the raw damage of bombers.
As a support, you will also be responsible for coordinating the rest of your team. You will be the furthest back from the action, and have the widest view of the battle. Communicate with your team and tell them about the stealthed TIE fighter going for a torpedo run on your capital ships.
In Fleet Battles, support craft function similar to a goalkeeper: they set up offensives and keep the offensive moving in the direction their team wants. Supports should seldomly attack enemy fighters directly and avoid flying too close to the action.
Support U-wings will usually run the repair droid, which allows them to heal and resupply other Republic fighters. The tactical shield is helpful in cases where your team refuses to withdraw to your position for healing.
Official Description: A sturdy gunship, the U-wing starfighter is a well-armed swing-wing vessel with support capabilities that make it dangerous against the Empire, and vital for New Republic squadrons.
Cockpit
Components
For specific component numbers and statistics, see the Components page.
Weapons
Countermeasures
Auxiliary
Name | Description | |
---|---|---|
Gyrhil EP Ion Missile | Ion missiles are designed to be used against starfighters, and have half the lock-on time of concussion missiles. They cause minimal damage upon hits, but are strong against shielding. They inflict a stun on the target. Stunned targets continue on their previous trajectory and spin out of control, giving a pilot ample time to finish their opponent. They can be dumbfired and travel much faster than a torpedo, allowing a pilot to quickly hit-and-run capital ship shields or disable subsystems. | |
Krupx Ion Torpedo | Ion torpedoes are much like proton torpedoes in that they are designed to be launched from standoff ranges against capital ships. As ion weapons cause considerable shield damage, ion torpedoes are slightly more widespread. It is much easier to hit a shield from standoff range than it is to hit a subsystem. Like proton torpedoes, ion torpedoes have a minimum range and cannot be dumbfired. | |
Carbanti Targeting Beacons | Targeting Beacons auto-target and mark nearby enemies for 20 seconds. Marked enemies take extra damage, cannot use countermeasures to defend against missile attack, and will receive missile locks faster. | |
Fabritech Squadron Mask | The squadron mask temporarily provides stealth to the entire team, forcing the enemy team to rely on their eyes to track your movements. Lasts 10 seconds. | |
Incom Light Tractor Beam | The tractor beam is a lock on immobilizing tool. Catching an interceptor in your tractor beam allows you and your team to easily follow up and destroy the target. Lasts 7.5 seconds. Tractored enemies can try to boost their way out of your grasp. Reduce speed so you don't zip past tractored enemies yourself. | |
Loronar Tactical Shield | Lock onto a friendly and fire the tactical shield at them to grant them 500 extra shield strength. The range of the tactical shield is 2000, allowing you to fire it from safety. Extremely useful in public matches, where you can count on teammates to suicide into enemy capital ships. | |
Arakyd Tactical Supply Droid | Lock onto a friendly and fire this at them to heal and resupply them. Restores approximately 50% of the targets' health and all their ammunition. Has a 900 metre range and strong homing, almost guaranteed to hit your target. If the resupply misses its mark, it will stay in one spot for 60 seconds, or until picked up by another friendly. Enemies cannot make use of your resupplies.
| |
Taim & Bak Turret Mine | Can be either dropped behind you or fired at an enemy. When it arrives at its destination, the turret mine will open fire with a small gun at surrounding enemies. A default weapon, but often replaced by the explosive mines which do more damage. Turret mines last 24 seconds but have a 16 second cooldown, and only one can be deployed at a time. The turret mine will also expire if you are shot down. | |
Czerka Seeker Mine | Drops a mine behind you. The mine locks onto and chases any enemy that gets too close. Mines are most effective in narrow corridors where enemies will have to run near them. Particularly useful for bombers which have trouble shaking enemies off their tail. | |
File:SWS-Icons-RocketTurret.svg | Taim & Bak D9 Rocket Turret | Can be either dropped behind you or fired at an enemy. When it arrives at its destination, the turret mine will open fire with rockets at enemy deployables (turret mines, missiles, etc.) and enemy capital ships and subsystems. While potentially useful against the Imperial raider class, U-wings are not survivable enough to warrant getting in close to a Star Destroyer just to deploy a rocket turret. |