New Fiction From Staff

Hi there, everyone.

In the past, I’ve posted some of my fiction works here on the Tramp’s blog, for example Recruiting, part 1.  I’ve gotten good feedback on it, as well as on the articles I’ve written for the store (which is most of them), so I’ve decided to try my hand at something new.

I now have a Patreon page.

Patreon is a platform that allows an artist, like a writer, to be directly funded by their audience.

So, if you’ve enjoyed my writing, please have a look here at my page.  Have a look at the free samples that are available, like this one.

Thank you for your time.

-Christopher J.P.S. Roberts

Unboxing and Review: Kylo Ren Force FX Lightsaber

I would like to start off by saying how happy I am to see Force FX products readily available in Canada again.  It seems that our market just hasn’t been a priority for Hasbro the way it was for Master Replicas.  But that’s another matter.

So, here’s the box:


It’s… well, it’s a box.  It’s long, and it’s wide, but it’s nice art.  I don’t really have much to say about it, so…


The empty space is unfortunate, and ties into my one complaint about the product, but more on that later.  The up-side here is that the packaging is simple.  A few foam bars to remove, and you pull the saber up and out.


The cover on the three blades slide away easily, leaving you with the saber itself.

This saber does come with an interestingly designed display stand- very minimal and basic in appearance.


The stand can be displayed either, as above, as this sort of cradle that the saber just rests on, or it can be flipped over and become:


This looks kind of cool, in that the saber balances and almost hovers, but it does break the immersion of saying “this is a lightsaber.”

Okay, now a minor downside.  Batteries are not included.  The battery port, however, is interesting.  Force FX sabers have always hidden access to the battery compartment in interesting ways, and this is now exception.

A tool is required to gain access, but it’s not a screwdriver, nor any kind of key… you need a coin.


I used a nickel, and was easily able to unscrew the end of the saber, and expose the battery pack.


So, with the batteries installed, and the pack replaced, the cap screwed back in, you’re done.  It’s a very straightforward product.


With the unboxing complete, I will give a short list of pros and cons.

-Metal hilt.  This gives a certain degree of authenticity of the feeling of holding the thing.
-Sounds.  The sound effects are amazing.  The raw growl as you activate the saber is beautiful.
-Swing and clash sensitivity.  Swooshes every time you swing it, and doesn’t take a very strong hit to register the clash and product the sound.

-Blades are not removable.  This is pretty big for me.  If the crossguard blades could be removed, they could have cut down significantly on the width of the packaging.  It also means that you can’t carry the saber without visible blades.  It also means…
-No belt clip.  As the blades cannot be removed, it makes sense for the saber to not have a belt clip, but I love the ability to remove the blade from the other Force FX sabers, and wear them as a costume accessory.  Not an option here.

Over all, a good product that produces the feel that you want.

Leia, Warrior Princess

It has taken me a bit to digest my reaction to the passing of Carrie Fisher, and while I’ve seen some beautiful tributes on Facebook, I wanted to speak to my personal impressions and reactions.

Princess Leia was a first for me, and eye-opener, a paradigm shifter, and while Carrie did not write the role, I am certain that her portrayal did more than its fair share to ensure the character took hold.  She also came to open my eyes on a more personal level, but more on that later.

Princess Leia is a badass.  It really is that simple.  In the space fairy tale that is Star Wars Episode IV, she took the image of the imprisoned princess, and spun it into something wonderful.

We all know the image of the princess as the damsel in distress, the weak and helpless girl that sits imprisoned in the tower until the heroic knight comes to save her.  Well, that ain’t Leia.

The first time we see Leia, she’s slipping who-knows-what into a droid, but then she takes out one of the troopers searching for her.  True, she gets stunned, but the next time we see her, she’s back on her feet and defiant as hell.  Face to face with Vader, who is already a big scary villain who we’ve seen committing casual murder, she doesn’t flinch or balk.

She stands up to Vader more, and we’re told she’s resistant to the Empire’s horrible torture probe.  She’s brought before Tarken, and she lips off to him constantly.  Then they threaten to blow up her whole home planet, and she’s scared (because she’s not a monster), but she still doesn’t give them what they want- she lies about it.

They blow up her planet, and I’m sure she shed her share of tears, but when we next see her, is she a wibbling wreck?  Nope, she’s chill in her cell, and cracks a joke at Luke in his ill-fitting armor.  Once out of the cell, she grabs a gun and takes charge, immediately butting heads with the loose cannon rogue.  But it’s not a spoiled princess trying to boss people around, like we see in so many tales, it’s a confidence that is obviously born from helping to lead the Rebellion.  She’s accustomed to having her orders followed because she’s usually right.

When she meets up with the Rebels, and Alderaan is mentioned, what does she say?  “We have no time for our sorrows.”  We’ve got stuff to get done.

She may not participate in the assault on the Death Star, but she is just as instrumental in its destruction as Luke.

I had never before seen a female character in an adventure story, especially not one carrying a royal title, be anything more than an object of desire- and while she certainly is that for both of her male companions, she’s the crusader in the group.  The Rebellion is the object of her desire.

She took that unflinching attitude, and it was present in the rest of her life.  Carrie was a young star in 70’s and 80’s Hollywood, and that came with its dangers.  I’m sure I don’t have to make a list of young stars who spiraled down into drugs, alcohol, depression- sometimes to their deaths.  Carrie fell into some of those pits, and her mental health issues didn’t help.  But she clawed herself back out of it.  It wasn’t neat, and it wasn’t pretty, and I heard some very un-complimentary things said about her over the years.

But then I happened to see a documentary that she made about what it’s like to grow up a young star, the child of established Hollywood personalities.  It was another eye-opening experience, and it was my first real insight into how fame can destroy people.  At the end of the film, she showed a very zoomed in view of a toddler playing in a yard.  Then the camera zoomed back, and Carrie was sitting there, and she said “This is the closest I will any camera to come to my daughter,” and I remember feeling this swell of “hell yes, you go girl!” because she was doing her best to break the cycle.

Carrie Fisher, like Leia, was a warrior, and I will cherish the battles she fought both on the screen and off of it.

-Christopher J.P.S. Roberts

Factions of Westeros Part 2

Yesterday I posted an introduction to the (alphabetically) first four Factions of the 2nd Edition of the Game of Thrones LCG.  Today continues with the remaining four.  If what you read interests of intrigues, feel free to come down to our second Learn To Play event!


Night’s Watch

Those who are familiar with the setting will know that the Sworn Brotherhood of the Night’s Watch guards the Wall against threats from beyond.  It is appropriate, then, that defense is the specialty of the Night’s Watch.

Just look at this combo:

So not only have you got a buff to all your characters, you’ve got a great bonus for completing the Challenges phase without losing an Unopposed Challenge, and a high strength defender to help you do that.

But don’t be fooled into thinking that the Watch can’t strike back.

Jon Snow will happily throw his strength into any attacking challenge, while Ghost will occupy someone for the entire phase.  And that’s just an example.

The Watch is also interesting in that it includes Traits for each of the three divisions, Builders, Rangers, and Stewards, and has some card mechanics that interact with them.


This creates the potential for a pretty versatile play experience within the broad framework of the faction.



Potentially one of the most straightforward of Factions, Starks are also developing some mechanics that make them a little less direct.


I figured I’d get old Ned out of the way first off.  Let’s face it, anyone who wants to play Stark wants to know how awesome this guys is, and he’s pretty awesome.  Good strength, Renown, and he just keeps getting back up as long as you’re being attacked.  So sure, if you’re going first, smack someone with him, he’ll just get up for the counter attack.

What else do Stark fans love?

Direwolves.  And they’re no slouches.  Big scary monsters who aren’t just a threat in Military Challenges thanks to cards like Like Warm Rain, and Grey Wind’s habit of just straight up eating small characters.

But there’s more to the House of Stark than violence.

Characters like Catelyn and Sansa can do their part to make sure that you don’t get knifed in the back, and gain power (and victory) through some less conventional means.



The members of House Tyrell and known for working well together, and this stands true in the cards as well.

Look at these two 4 gold gets you 6 strength, 2 icons each, and standing defenders.  Oh, but it doesn’t stop there.

So Loras, the Knight of Flowers is attacking by himself to limit defenders.  Sure, but someone like Lord Stark up above could take him on his own… until his sister Margaery steps in to help, adding her strength to the challenge without participating.


And then you’ve got guys like Randyll Tarly here.  After Margaery, or some other card, boost his strength, he gets back up to trouble your foes again.

Teamwork, teamwork, teamwork.



Last, but not least, the fire and blood of House Targaryen.  Less of a House in the traditional sense, more like a collection of allies.

Here’s the only two characters (so far, anyway) who bear the name Targaryen, and as you can see, one of them isn’t much direct threat.  The rest of the characters are split between the allies these two (though really Daenerys) have collected, including:

Dragons.  Mmm-hmm.  Dragons.  Note how all three provide a bonus to Stormborn characters.  Take a look up at Daenerys.  She’s the only one so far.  But we’re not done yet!


Behold the most versatile kill card in the game at present.  One gold, kneel a character with a cost as low as 2, and for 3 gold worth of resources, you just killed a 6 gold cost Jon Snow.  Or any number of other characters.

But I said there were other allies, didn’t I?  Here’s a sample:

With friends like these, who needs family?


Well, there you have it, my introduction to the remaining Factions of A Game of Thrones.  I certainly hope you’ll consider joining us on Thursdays.  We hope to have a league going soon.

Come and play the only game that matters, the Games of Thrones, where you win or you die; there is no middle ground!

Factions of Westeros Part 1

I would call last week’s Learn-To-Play Night for the 2nd Edition of the Game of Thrones LCG a success, and in the spirit of providing more people exposure to the game an its concepts, I thought it might be helpful to provide an introduction to the eight factions of 2nd edition, their themes, strengths, and weaknesses.

I will be providing this list in alphabetical order- this isn’t a review, or a countdown of my favorites.

I will also make this as spoiler-free as possible.

So, without further ado, the first four…



At the end of the day, Power is the name of the game in A Game of Thrones.  There are only two ways to win a one-on-one game: have your opponent deck out, or collect your 15 Power tokens.  Given how relatively little draw power GoT has compared to other card games, you’re much better off trying for the 15 power.

House Baratheon are the undisputed masters of collecting, defending, and manipulating Power.  The majority of Baratheon characters carry a Power Challenge Icon, thus enabling them to attack and defend in Power challenges, and cards like The Red Keep and Kingswood give you an edge over the competition.

And while you thus acquire and defend your power, cards like Tobho Mott’s Armory and Chamber of the Painted Table give you significant incentive to invest in the dominance phase.  Throw in The Iron Throne, and watch your Power grow.

On to…



Hailing from the Iron Islands, the Ironborn of House Greyjoy are fierce raiders, partly inspired by the Vikings of our own history.  Gameplay under House Greyjoy emphasizes striking quickly, and striking hard.

Cards like Ahead of the Tide will help you win Initiative, while Iron Fleet Scout and Raiding Longship help you capitalize on it.

Raiding Longship, when used on a single defender, also makes the challenge effectively Unopposed, well then… see what Loot, Asha Greyjoy (Yara, for you HBO folks), and Theon  Greyjoy can do for you:


Add to that a host of cards that buff strength, remove defender, and the like, and you’ve got one brutal and efficient fighting force.



Anyone who is at all familiar with any incarnation of this series will be unsurprised to hear that the Lannisters are very good at collecting gold.  What’s impressive are the variety of things they can do with that gold.

Military Challenges getting you down?  Bring out Ser Jaime Lannister or Ser Gregor Clegane.

Need to drain your opponent’s hand a little faster?  Here come Cersei and Tyrion…

Or maybe you just want a giant hammer to pound your enemies with?  Well, here he is…


Take up the Lannister banner, and throw money at your problems until they go away.



The Martels often seem like foreigners compared to the rest of Westeros.  Their homeland, Dorne, is far to the south, desert-like, and (from the books) they’re also of different ethnic stock.  It seems only fitting that their playstyle should be different- and it is.

Normally, you want to will Challenges- how else do you win the game, right?  Well, the Martels might make you re-think that strategy.

When the Martels start reacting to losing a challenge, the pain begins.  Ghaston Grey launches people back into your hand, Caleotte robs them of their icons, Sunspear raises their claim for counter attack, Unbowed robs your opponent of options, and Vengeance of Elia flips claim to the winner.  It’s horrible.

House Martel requires a unique playstyle where you lose a little, only to come back and counter hard, gaining the power you need to win before you opponent fully understand why they haven’t won already.

It is exactly the sort of knife-out-of-nowhere tactics that the Dornish love to employ.

And that is where we draw to a close!  Half the Factions down, four more to go tomorrow!  Hope you’ve enjoyed the read, and I hope even more that you’ll consider trying the game!


7th Sea – Rapiers and Sorcery

The Three Musketeers.  Zorro.  The Princess Bride.  Rob Roy.  Cutthroat Island.  Pirates of the Caribbean.

If any of those titles make you smile, I have a game you need to play: 7th Sea.

7th Sea is a tabletop rpg.  For those of you who aren’t already in the scene who may be reading this, that means that it’s a form of collaborative storytelling.  Each player creates a character and uses the mechanics of the game to interact with its setting by describing your character’s words and actions.  Conflict resolution is handled through the rolling of dice using statistics and rules presented by the game.  It can be a very rich and rewarding experience, inspiring the mind and providing comedy and drama to match any novel or film.

For those of you who may be asking “is it like D&D?” I will respond: yes and certainly not.  It is like D&D in that there are character sheets, dice, and people describing their characters actions, but the similarities really end there.

Where D&D worlds are generally Mid-to-High Fantasy worlds that generally resemble medieval Europe and take at least some inspiration from Tolkien, 7th Sea is a Mid-Fantasy world very strongly based on Age of Enlightenment Europe, the 17th Century specifically.

You will not generally find armored knights on horseback, or robed and bearded wizards, but you will find pirates, duelists, and people with strange powers to twist fate or tear holes in reality.

7th Sea presents a vast world where a variety of adventures await: join the king’s guard and protect the innocent, defend the people against corrupt officials, rescue your true love, defend your honor, seek treasure, or sail the high seas plundering your weasely black guts out.  Explore arcane ruins that would make Indiana Jones or Lara Croft second-guess themselves, or navigate the spider’s web of nobility to court favor and win riches and power.

By now I hope you are asking “WHERE CAN I GET THIS AMAZING GAME??”

Sadly, 7th Sea went out of print in 2004.  “But Chris, then why are you making me fall in love with it?”

Because a Second Edition is coming!  John Wick, one of the creators behind the original game, has a Kickstarter campaign underway to bring 7th Sea back to life even more glorious and beautiful than it was before.

If you’re interested to know more (and you should be), check out the campaign page HERE.
Edit: oh, and I forgot to mention, this Kickstarter has been breaking records all over the place.  It has the record for the RPG with the most first-day funding, and highest funding total EVER!

Now, for those of you who might say “But it’ll be months before any books are printed, and I wanna play now!” I will grant your wish!

Well, not right now… but soon!

I have access to the Quick Start guide an introductory adventure, and I am willing to run through it with interested players.

I’m planning on Tuesday evenings at Tramp’s (the host blog here), but if that doesn’t work, please contact us for the possibility of an alternate.

Just comment below if you wish to register for one of the events!  Each session is limited to 5 players, so register early!  Games will begin at 5:00pm sharp, and go until 8:00pm.

Cast off, me hearty’s, destiny await!

Top 10: X-Wing Imperial Ships

Hi, there!

Today I will be presenting my picks for Top 10 Imperial ships in Star Wars X-Wing Miniatures…

Or, at least, that was my intention.  As I was writing my list, I realized that there are actually only 12 Imperial ships.  So, while I am limiting myself to 10 here, it’s almost like a brief review than an actual Top 10.

Anywhere, without further ado…


My Top 10 Imperial Ships


#10: Lamba-Class Shuttle

If I had written this list a couple years ago, this ship would have ranked much higher (and no, not just because there were fewer ships).  When outfitted with upgrades like Heavy Laser Cannon, the Lambda-Class Shuttle can pack a surprising punch, and with its 5 hull and 5 shields, it can take a lot of damage.  It’s options to stand still, rather than being required to move, can also be of strong tactical advantage.

So what’s the catch?  It’s.  Slow.  Though I have seen this mitigated through the Engine Upgrade card, giving it the Boost action, the fact is that this flying rock is easily out maneuvered by virtually every over ship in the game, and it’s lack of a turret option means that you’re doomed to have it spend the back half of the game trying to keep enemies in its firing arc.

It’s fun every now and again, and it comes with some fun upgrades, but I’m afraid that the ship’s overall performance clocks it in at the bottom of this list.

#09: Imperial Raider

I had considered not including any Huge ships in this list, but that would have left me even fewer ships to talk about, and frankly this beautiful beast is eye-catching that I take almost any opportunity to discuss it.

The first Imperial Huge-size ship certainly cuts an imposing figure as it sits either on a shelf, or ready on the field of battle.  That said, I almost don’t feel qualified to discuss its actual game performance, as I’ve only had a chance to play it twice.

Playable only in Epic games of 300+ points, and sporting the highest retail price amongst X-Wing products, this ship is not a casual piece.  That said, the TIE Advanced (and associated upgrades) that it comes packaged with make it tempting even for the player who does not regularly play Epic (like me).  That’s why it appears so low on this list.

That and my experience with it is somewhat mixed.  In the first game I played it with, the Raider didn’t take a scratch, tearing apart its opposition (mostly large ships) with volleys of fire.  On its second outing, facing up against a CR-90 Corvette and a trio of star fighters, it took a heavy beating and was destroyed before the rest of my fleet could come to its rescue (some errors occurred on my part, but that’s neither here nor there).

The Raider’s lack of a turret when compared to its rival, the CR-90 is significant, as is the lower (often) value of its Primary Weapon.

All in all, my conclusion is that the Raider NEEDS escort ships to survive when I wish it were more autonomous

#08: TIE Advanced

I wish this ship was higher on this list.  I really do.

The TIE Advanced goes all the way back to the initial release of the game, being part of the first wave of boosters.  Sad to say, it shows it age.

When the other other ship available is a TIE Fighter, the 2 shields, target lock, and missile upgrade slot offered by the TIE Advanced are very attractive.  The 2 dice of Primary Weapon, however, are its downfall.  At anything farther than close range, that’s a pretty poor chance of damaging an opponent.

As an added factor, the Advanced does not offer much in the way of maneuverability.  With only 4 green options on the dial (1 banks, and 2 and 3 straight), Stress Tokens can become a major problem.

While it is true that the aforementioned upgrades packed with the Imperial Raider can do more to give the Advanced an edge, the inclusion of those cards only kept the Advanced on the list.

#07 TIE Defender

Speaking of ships I want to like more.  Sigh.

I spent many an hour as a teenager in the late 90’s parked in front of my PC and playing the Collector’d Edition of TIE Fighter

This game put you in the cockpit of Imperial fighters, and pit you against pirates, Rebels, and even Imperial traitors.  It was one of the most fun fighter games I ever played, and I credit it with the majority of my enthusiasm for getting into X-Wing in the first place.

The TIE Defender was created for and debuted in this game.  In it, the Defender dominates any battlefield- 4 lasers, two ion guns, a warhead launcher, shields, a hyperdrive, and maneuverability and speed to rival an A-Wing, I invested in X-Wing Miniatures in the hope that one day I would be able to field a wing of Defenders for the glory of the Empire!

And now I can, but it wouldn’t be a good idea.

Yes, the Defenders base stat-line is very impressive, 3’s all the way down, but again maneuverability becomes something of an issue.

Okay, yes, the Defender boasts a 4-speed WHITE Koiogran Turn, and that is amazing, but it’s 1- and 2-speed turns are RED and its only green maneuvers are straight.  This makes for a ship whose turns must be planned very carefully, unless you plan to eat up your Modification slot with the upgraded Twin Ion Engine Mk II.

This grace, rivaling that of the Lambda-Class rock above, keeps the TIE Defender, my favorite starfighter EVER from approaching the top 5.


#06: TIE Punisher

From ships I wished I liked more, to a ship I didn’t expect to like at all.

When the TIE Punisher was announced, my first reaction on seeing it was something long the lines of “Holy crap, look at that thing!”  It’s clearly a Bomber with three extra missile tubes.  And if that’s all it was, I wouldn’t like it much at all.

Sure, it’s only got 2 Primary Weapon dice and 1 Agility, but it’s 3 shields and 6 hull ensures it won’t be going down in a hurry.  There also isn’t a whole lot of red on its dial.  Just a 4-speed Koiogran, and 2-speed turns.  There isn’t a whole lot of green to offset that either, but considering it’s a bomber, and that it can Boost, there’s a lot of maneuver options there.

My problem with TIE Bombers (note that they do not appear on this list) was that they would often be destroyed before they could deploy their payloads.  The Punisher has a much easier time of this.  Add the pilot abilities and upgrades that come in the pack, and you have an intimidating source of damage.

#05: TIE/fo Fighter

Which brings us into the top 5, and the first ship on the list is also the newest ship on the list.

Introduced with the Force Awakens Core Set, the TIE/fo breaths some fresh air into an already good ship design.

On top of the 1 shield (no more 1 hit kills from X-Wings), the TIE/fo also sports a Target Lock action and a new upgrade slot at the cost of just a few points.

The TIE/fo also introduced a brand new maneuver into the game, the Segnor’s Loop, a bank that ends in a 180.

The addition of a green 2-speed turn, previously seen only on the Interceptor, helps the TIE/fo to stand out and contribute in spite of its Primal Weapon value of 2.

#04: TIE Fighter

It’s actually surprised me how high this ship made it on the list, and not to long ago it wouldn’t have.

As you may have gathered from reading this list so far, I consider base stats and maneuverability to be important.  My playstyle with Imperials relies on these traits, using my fighters speed and maneuverability to try to keep them out of the line of fire, and trusting to their Agility to help them survive if they can’t.  High damage is also a must to actually destroy the enemy.

On its face, the TIE Fighter does not live up to this well, being somewhat toothless with their 2-die Primary Weapon, though 3 Agility does help them avoid damage, a mere 3 hull can result in quick losses.

The new pilots introduced with the Imperial Assault Carrier, though, have seriously revitalized this ship-of-the-line, introducing a host of new abilities to plague the enemies of the Empire.  It doesn’t pack a big punch, but being one of (if not the) cheapest ships in the game means that you can field more of them, and there is strength in numbers.

#03: VT-49 Decimator

If you’re not agile, you’d better be tough.  It’s not, and it is.  Zero Agility, only 4 shields, but 12 hull.  12.

If you’re not maneuverable, you’d better have other options for attacking.  It’s not bad, acutally, sporting a nice array of 2-and 3-speed turns.  But the star is the 3-die Primary Weapon turret (the only imperial ship with a 360 degree arc) that makes coming up behind it just as dangerous as coming head-on.

The VT-49 Decimator is a space-tank, blasting at its choice of targets while taking what they dish out.  Pick your pilot and upgrades right, and this ship becomes an absolute terror that lives up to its name.

#02: TIE Phantom

This sleek little beauty came out at the same time as the TIE Defender, and at the time I just picked it up for completion’s sake.  Why would I play this thing I’d never heard of when I had a DEFENDER at my disposal?

Well, I’ll admit when I’m wrong.  I was wrong.  There, I did it.

Even just the baseline stats of this ship, including a 4-die Primary Weapon (the highest in the game) should tell you this fighter means business.  The hull of 2 may seem fragile, and the 2 Agility ill-suited to protect it, making the TIE Phantom a glass cannon, but once you get a handle on the cloaking mechanics, it is anything but.

Now, you do have to be careful with cloaking, especially with the revision that was handed down regarding when one uncloaks, but the 2-speed shift that happens, combined with a good dial results in a ship that can go almost anywhere at any time.

And if you can ensure the highest Pilot Skill at the table, you need never be rolling fewer than 4 dice for defense.

In my experience, TIE Phantoms have shredded more than their fare share of enemies, often closing to range 1 to get that extra die before cloaking again and flying off to the next unfortunate soul.

#1: TIE Interceptor


Finally, we reach the Numero-Uno, the TIE Interceptor!

Part of the 2nd wave of releases for X-Wing, the Interceptor has long been a mainstay of my squadrons.  If I’m not building with a specific theme or trick in mind, I always look at my Interceptors.

Solid stats (3 in everything but shields), boosts, and one of the best dials in the game (those green 2-speed turns) make this a ship with only one real serious downside, and that’s the lack of shields.  A bad roll can doom an Interceptor in one or two hits, which is why it is so important to Boost and Barrel-Roll you way into the best positions possible.

A wide arrange of effective pilots and upgrades just adds to the versatility and usefulness of this starfighter.

And as if that weren’t enough, the Imperial Aces box introduced us to this:


It’s stats aren’t any different, but look at that beautiful crimson predator, ready to streak through space and obliterate anyone who stands against the Empire.

The Imperial Aces box also introduced numerous upgrades, including Royal Guard Interceptor, which allows an Interceptor to have 2 Modification upgrades.

Pilots like Soontir Fel and Carnor Jax turn this already solid ship into a dangerous and deadly opponent.

It’s not the strongest, it’s not the toughest, but all-around I say that it is my hands-down favorite.


So there we have it, my Top 10 list/review of Imperial ships for Star Wars X-Wing Miniatues.

Agree, disagree?  Other comments?  Reply below!