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SWS-Xwing.png
Hull 1200
Shield 800
Speed 145
Acceleration 160
Manoeuvrability 75
Ah, the X-wing. Backbone of the Rebel Alliance, and our New Republic! A good all-rounder that'll stand up to any starfighter or capital ship in the Imperial fleet.
-Zerelda Sage

Fighters are flexible catch-all craft capable of dealing with any threat, though not to the same extent of interceptors or bombers. If in doubt what to pull, however, fighters are an easy choice. They reward accuracy with their 3-round burst weapons, which cause more damage than the standard, and can attack capital ships at range with torpedoes.

They are similar to a midfielder in a football or soccer game in that their flexibility is their greatest benefit. X-wings can also go for assists by disabling enemies with ion missiles and ion torpedoes, setting up their teammates for victories.

X-wings are unique in that they have shielding, and can thus redirect their shields either forward or aft for extra defences. By redirecting their power to shields, they can also double the effectiveness of the shield. It is strongly advised to do this before going into battle.

Official Description: As the backbone starfighter of the Rebel fleet, the T-65B X-wing is an all-purpose starfighter that can deftly strike down enemy TIEs as well as capital ships.

Cockpit[edit]

SWS-XwingCockpit.jpg

Components[edit]

For specific component numbers and statistics, see the Components page.

Weapons[edit]

Name Description
SWS-Icons-StandardCannon.svg Standard Taim & Bak KX8 Laser Cannon A well balanced weapon with good range.
SWS-Icons-BurstCannon.svg Czerka Burst Cannon Burst cannons, as their name suggests, fire in 3-shot bursts. They lose less damage over longer ranges, making them more reliable over distance. Their general damage per minute, however, remain identical to the standard. Burst cannons are unique to the fighter class.
SWS-Icons-GuidedBurstCannon.svg Czerka Guided Burst Cannon The guided burst cannon is identical to its non-guided counterpart, but features a lot of aim assist. This comes at a considerable damage reduction, making the guided burst cannon roughly beneath standard lasers in damage. This can prove helpful in engaging interceptors, which are hard to pin down. It otherwise has only situational uses. Guided burst cannons are unique to the fighter class.
SWS-Icons-StandardIon.svg Krupx JR-89 Ion Cannon Ion cannons are not often used on X-wings, as most Imperial craft lack shielding. TIE Reapers, which are the only craft that do, can easily be handled by standard weapons.
SWS-Icons-Plasburst.svg Plasburst Laser Cannon Plasburst weapons are rarely seen due to their low rate of fire and slow charge time. Plasburst lasers also are the only short range weapon on the X-wing, having a range of 600 instead of 1000 like other weapons.

Countermeasures[edit]

Name Description
SWS-Icons-Flares.svg ArMek HM Seeker Warheads Seeker Warheads, or sometimes called "flares", are the most common and flexible anti-missile countermeasure. A-wings are often found turning and manoeuvring, making chaff less useful, and the sensor jammer only has a single use.
SWS-Icons-Chaff.svg Particle Burst The Particle Burst is not often used on the X-wing, as in order for it to reach maximum effectiveness, enemy missiles must fly through the static cloud. This cloud can be used to cover capital ships on occasion, but flares are the more popular choice.
SWS-Icons-Jammer.svg Melihat Sensor Jammer The sensor jammer's short 4 second duration and single use make it not often used. Its biggest benefit is being able to shake missiles at any rate and from any direction.

Auxiliary[edit]

Name Description
SWS-Icons-ConcussionMissile.svg Krupx MG5 Concussion Missile Concussion missiles are no-frills missiles that simply lock onto and destroy their target. Like other missiles, it can be fired without a lock, usually against a target too slow to dodge it. Concussion missiles hit hard and have decent tracking, but lack the power to be used against capital ships on a regular basis.
SWS-Icons-ProtonTorpedo.svg Krupx MG7-A Proton Torpedo Proton torpedoes cause up to four times the damage of a regular concussion missile. Be aware of the proton torpedo's extremely slow speed, which is less than that of even corvettes. Stay at maximum range (1500) when you launch the torpedo, preferably against a target with low shielding. Synchronize attacks with Ion Torpedoes for maximum effect, and consider the Reflec hull to move into position to shoot.
SWS-Icons-IonMissile.svg 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.
SWS-Icons-IonTorpedo.svg Krupx Ion Torpedo Ion torpedoes are much like proton torpedoes in that they are designed to be launched from standoff ranges against capital ships. Ion torpedoes are very dangerous - one can eliminate the shields of a frigate or corvette, and two can knock out the shields of the enemy capital ship. When used on the X-wing, fly to the 1500 maximum range and cut your engines. Let your torpedo lock on, and then let it go. Use your agility to fly back home, or have a U-wing resupply you with another, and go again. Combine with the Reflec hull to sneak into an odd firing position such as directly above or below your target.
SWS-Icons-Rockets.svg ArMek Barrage Rockets Rockets hit hard, but their unguided nature makes it hard to catch mobile enemies with them. Combine with your lasers to quickly remove TIE bombers using the Reinforced Hull. A single rocket doesn't cause much damage, but cause more damage together than concussion missiles. Their large splash radius also lets them be effective in destroying turrets on capital ships - especially corvettes.
SWS-Icons-AssaultShield.svg 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.
SWS-Icons-RepairKit.svg Kryotech Emergency Repair Droid The repair droid, when activated, will repair your ship. It has unlimited uses, but has a lengthy cooldown of 30 seconds.
50px Krupx EM4 Ion Rockets Ion Rockets function identically to Onslaught Rockets, but carry an ion payload instead. This makes them effective mostly against capital ships. Ion rockets travel with half the speed of standard rockets, making them more of an anti-capital ship weapon than an anti-fighter one.
50px 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. It has unlimited uses, but has a lengthy 30 second cooldown between uses.
50px 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.

Hull[edit]

Name Description
SWS-Icons-StandardHull.svg Incom Ferroceramic Hull The standard hull, with no strengths or weaknesses.
SWS-Icons-DampenerHull.svg Fabritech Dampener Hull Increases the amount of time an enemy needs A situational upgrade for the X-wing, as X-wings usually don't have trouble dealing with lock-on missiles.
SWS-Icons-LaminasteelHull.svg Slayn & Korpil Laminasteel Hull Reduces incoming missile damage, but increases incoming laser damage. Missiles in general are much rarer to find than lasers, making this a situational upgrade at best.
SWS-Icons-LightHull.svg Slipstream Light Hull Equip this to make your X-wing fly more like an A-wing - a reduction in maximum health, but receiving improvements to manoeuvrability and acceleration. Fairly useful for brawling X-wings, though the most powerful technique to use in turning fights is microboosts, not traditional turns. The light hull does not offer any benefits to maximum speed, so this part alone will not help you make hit and run attacks.
SWS-Icons-ReflecHull.svg Carbanti Reflec Hull Equipping this on an X-wing helps with approaching enemies from odd angles, with a moderate health reduction. The health reduction still makes you have more health than a stock A-wing, but the X-wing will always lack the A-wing's speed. Avoid head-on attacks, and stay close to the edges of the battle. Combine with Ion Torpedoes and Proton Torpedoes to sneak close to a Star Destroyer and cause heavy damage before being spotted.
SWS-Icons-ReinforcedHull.svg Koensayr Reinforced Hull Equipping this makes your X-wing behave more like a Y-wing - having increased durability at the expense of acceleration and manoeuvrability. This does not decrease your maximum speed, however, so you can potentially use this hull to make gun runs against the enemy capital ship's turrets. Avoid turning fights at all costs with this hull.
SWS-Icons-DeflectorHull.svg Chempat Deflector Hull The deflector hull places more emphasis on your shields rather than your health. Players who are good at hit and run attacks will find this component attractive, as shields regenerate but health does not.

Engines[edit]

Name Description
SWS-Icons-StandardEngine.svg Incom Sublight Engine The standard sublight engine with no benefits or drawbacks.
SWS-Icons-UnstableEngine.svg Unstable Sublight Engine This engine makes you lose a moderate amount of both health and shields, but offers greatly increased acceleration and speed. What really makes this engine stand out, however, is the large explosion you create when you are shot down. Some players use this explosion as an anti-capital ship weapon, hoping to take out the capital ship's turrets when they die.
SWS-Icons-MicrothrustEngine.svg Koensayr Microthrust Engine Use the Microthrust Engine for close-quarters brawling. You lose a notable amount of maximum speed and acceleration, but gain it back in mobility.
SWS-Icons-PropulsionEngine.svg Quadex Propulsion Engine The propulsion engine makes you start and stop quicker by a significant margin, at the cost of a small loss in manoeuvrability.
SWS-Icons-JetEngine.svg Quadex Jet Engine This engine greatly increases the rate at which you generate boost power, but also greatly increases the rate at which you consume it. This engine is mostly designed for drifting, as it performs very poorly when boosting in straight lines.
SWS-Icons-ThrustEngine.svg Koensayr Thrust Engine This engine greatly increases maximum speed, but reduces acceleration and manoeuvrability. Use this to make quick attack runs on enemy capital ships, or using boom and zoom tactics.
SWS-Icons-SLAMEngine.svg Incom SLAM Engine The SLAM (Sublight Acceleration Motor) engine automatically produces boost power regardless of whether there is maximum power in the engines or not, at the cost of maximum speed. The biggest benefit the SLAM engine has is how it prevents boost power from decaying when you divert power away from engines. Boost power decays quickly when no power is in boost, and the SLAM engine prevents this from happening - letting you overcharge weapons or shields without worrying about boost.

Shields[edit]

Name Description
SWS-Icons-StandardShield.svg Standard Incom Deflector Shield This shield offers no benefits or drawbacks.
SWS-Icons-NimbleDeflector.svg Sirplex Nimble Deflector Increases shield regeneration, but decreases shield capacity. This shield is good for hit and run attacks - hit the enemy quickly and then leave the battle to let your shields recharge before going in again.
SWS-Icons-ResonantDeflector.svg Gyrhil Resonant Shield Reduces your maximum shield capacity, but overcharges your lasers automatically when your shields are maxed out. The shield also does not decay when you switch power away from them. Using this shield lets you freely charge boost power, and when combined with the SLAM engine, vastly simplifies power management at the cost of performance.
SWS-Icons-ScramblerShield.svg Fabritech Scrambler Shield An alternative to the Dampener Hull, the scrambler shield offers even longer lock times than the dampener hull, but it is only effective when your shields are at 100% or are overcharged. Even a glancing hit at normal shield power will eliminate the scrambler shield bonus, so users of this shield must be adept at switching shield directions. Once these shields are down, they take longer than normal to regenerate.
SWS-Icons-FortifiedShield.svg Chempat Fortified Deflector The Fortified Shield offers a bonus to shield capacity at the cost of shield regeneration. This shield is best used when taking heavy fire to attack a capital ship.
SWS-Icons-ConversionShield.svg Krupx Conversion Shield When the conversion shield is depleted, this shield takes all your weapon power and dumps it into a brief but impenetrable barrier. With no weapon power, you are effectively a sitting duck, but it can give you time to temporarily withdraw from battle to make it to safety.
SWS-Icons RayShield.svg Loronoar Ray Shield This shield falls quickly to missiles, but takes less damage than normal from lasers. The biggest threat to this shield are the Onslaught Rockets used by TIE Interceptors and TIE Fighters. Defeat normal missiles and mines with standard manoeuvres and countermeasures, but switch away to a different loadout when rockets are a factor.
SWS-Icons-OverloadedShield.svg Overloaded Shield The overloaded shield offers a lot of defence, reducing incoming damage while still having a good capacity. Once these shields are depleted, however, they will not regenerate.