Hull | 1200 |
Shield | 1200 |
Speed | 110 |
Acceleration | 121 |
Manoeuvrability | 70 |
- Y-wings are built to carry bombs and other heavy explosives. It makes them slower, but they pack a punch against large targets and capital ships.
- -Zerelda Sage
Bombers are flexible craft with extremely powerful guns. What they lack in mobility, they make up for in firepower, against both fighters and capital ships. Being equipped with both bombs and proton torpedoes for capital ships is half of their battle - they also feature the powerful rotary cannon and the most health out of all the ships. They also use the Goliath and Multi-Target Missile to quickly destroy AI fighters in fleet battles, reducing the enemy's window of opportunity to target friendly capital ships.
Bombers are similar to the forward position of a football or soccer game: they should be focused on scoring points by eliminating enemy AI fighters and attacking enemy objectives.
In Fleet Battles, Y-wings are often seen as inferior to the TIE Bomber, as Y-wings lack the power conversion ability of TIEs. This makes redirecting shields very important when performing bombing runs, and raises the skill floor of the craft. When attacking Star Destroyers, avoid flying over the full length of the ship, as this exposes yourself to nearly all of its defensive turrets; instead, approach it from above, below, or from the sides.
Y-wings receive the Automated Ion Cannon, Multi-Missile, and Proton Bomb auxiliaries as standard.
Official Description: Repurposed by the Rebel Alliance, these older bombers utilize Ion Cannons and Missile payloads to immobilize and eliminate larger ships in the Imperial fleet.
Cockpit
Components
For specific component numbers and statistics, see the Components page.
Weapons
Countermeasures
Auxiliary
Name | Description | |
---|---|---|
Krupx MG7-A Proton Torpedo | Proton torpedoes cause up to four times the damage of a regular concussion missile. They are ineffective against shielding, but pack a wallop when they hit. Deploy them carefully against corvettes, which can outrun the torpedo. Combine with an ion torpedo strike from a fighter or support for best effect. Stay at maximum range (1500) when you launch the torpedo and reduce speed so you don't get too close when you launch it. The long range lets you potentially even snipe enemy frigates while on defence. | |
Arakyd MD-88 Multi-Lock Missile | Not to be confused with the cluster missile, the multi-missile locks onto multiple targets and fires a missile at each one. It will always consume one charge of ammunition, no matter how many actual missiles are fired. Lock onto as many targets as possible before firing. It is best used to farm enemy AI ships on defence, shrinking the enemy's window of opportunity to destroy your capital ships. | |
ArMek Goliath Missile | This variant of the normal concussion missile is identical in most respects to its fighter counterpart. Unique to the Goliath missile is that it explodes in a huge area of effect, destroying entire AI squadrons and causing considerable damage even if decoyed by flares or chaff. | |
Taim & Bak Ion Bomb | Ion bombs cause extra damage to shielding and can disable subsystems, but do not cause raw damage. Follow up attacks will be required to damage the targets. Green arrows will indicate your bomb will hit a target. Use the roll function to orient your ship so the target is beneath you and drop your bombs. | |
Arakyd PW-16 Proton Bomb | Proton bombs cause considerable damage to targets, but require the target be directly beneath you. Green arrows will indicate your bomb will hit a target. Use the roll function to orient your ship so the target is beneath you and drop your bombs. | |
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. | |
Chempat Emergency Assault Shield | The Assault Shield, when activated, puts up a shield in front of you that blocks a large percentage of damage. It only lasts 3 seconds and sharply reduces your turning ability when active. It is best used therefore in head-on attacks against enemy players, or as additional protection when attacking an enemy capital ship. | |
Quarrie Composite Beam Cannon | The composite beam cannon, sometimes called the "memebeam", is a powerful anti-capital ship weapon. While you can't alter your course with the beam active, it is more than capable of drilling through shields and hull to deal considerable damage - especially against enemy subsystems. | |
ArMek Automatic Ion Cannon | Unique to the Y-wing, the automatic ion cannon is a stock option that adds a canopy-mounted automatic ion cannon. It is capable of dissuading enemies, but does not cause enough damage to ward off dedicated players. It is often removed and replaced by one of the other options as a result. With a cooldown shorter than its duration and infinite charges, always have this ion cannon working if you equip it. | |
File:SWS-Icons-BoostExtensionKit.svg | Incom Boost Extension Kit | When triggered, this component gives you a full boost charge. Utilize this component to aid in advanced drifting techniques, allowing you to maintain offence and mobility simultaneously. |
File:SWS-Icons-PrototypePiercingTorpedo.svg | Krupx Prototype Piercing Torpedo | Piercing Torpedoes are used exclusively against flagship subsystems. While they cause minimal damage to the hull of the target flagship, they are unique in their ability to ignore shielding. They are most often used against shield generators to allow for easier subsequent attacks. |