Do you want to fly the iconic Jedi or the battle-hardened clones? Of course you do! Fighting for the Galactic Republic, or the Republic for simplicity, you will find many members of the Jedi Knights: Ahsoka Tano, Mace Windu, Obi Wan Kenobi and of course a certain Anakin Skywalker. At their disposal are the famous Aethersprite "Spike" fighters and newer ETA-2 Interceptor from Episode III "Revenge of the Sith", while teams of helpful clones will pilot "expendable" and generic ships.
In terms of gameplay the Republic is relatively adaptable to your preferred play style. Options range from super agile aces to resilient ships that can absorb dozens of damage. On one side of the spectrum we find the Jedi Knights on their ETA and Aethersprite. On the other side we find clone pilots in Torrents V-19 (for friends "the Vomits") and ARC-170s. Those ships are both capable of equipping deadly secondary weapons and withstand multiple blows. In between we find support ships like LAAT or Gauntlet and “all-purpose” fighters in V-wings and Z-95s.
In general, the Republic player will have a harder time figuring out what they need to cross off their list to make room for something else than how to fill up those 200 points without falling into the classic "I'll join in!".
There is only one pathways to collect all the might of the Republic - through the Black Boxes, because it's a new faction and there is no Conversion Kit for this one:
The X-Wing Core Set comes with zero Republic ships - so the question is, what is it doing here?
First of all, It also has all necessary tools and accessories to play the game: range ruler, maneuver templates, dice (3+3), obstacles and one damage deck.
More importantly, the Core Set is a great way to test the game on a smaller scale!
But keep in mind: it contains the rules for 2.0 (FFG/Legacy) version of the game. If you want an updated Rule Book for 2.5 (AMG) version for this set - we got you covered:
If you just want to try out the game - the Core Set is a way to do. Even if you later trade all ships and leave yourself with tools to play the game.
But if you insist on having a pure start, you can get all the tools separately
This pack contains plastic maneuver templates and a range ruler with segments to make your measurements quick and precise. You can paint, just don't forget to varnish it after!
Dice Pack contains three red attack dice and three green defense dice, identical to the dice included in the Core Set.
This deck contains a complete set of damage cards that correspond to those in the standard damage deck. The text on the cards is the same as that of the standard Damage cards, only the card graphics are different.
You've read it right - you are getting obstacles, all of them! Well not all, excluding particular Gas Clouds from the Separatists and Republic Squadron Packs, Asteroids and Debris from the Pride of Mandalore Reinforcements Pack. But that's a lot of obstacles plus some upgrades.
Great little pack! It contains cards with special setups for you game to spice things up.
So you bought all necessary tools to play the game, or maybe this is not you first faction...
Ok, calm down! We hear you asking: Where are our ships? Give us ships!
The Guardians of the Republic pack gives you three ships for the price of two, as well as being the only box containing V-19 Torrents. It is an almost mandatory starting point for Republic players. The other ship is Delta-7 Aethersprite with Obi-Wan Kenobi as the highlight of included pilots.
It contains many upgrade cards and is effectively a "Starter" for the Republic, but without any dice, maneuver templates, damage deck and etc. But we have already got that covered.
Since there is no separate box for the V-19 Torrent, we'll talk about this ship here:
The V-19 in general is pretty slow, pretty weak, and… really, really cheap. Precisely for this reason, many times your opponent will ignore them as he may not consider them a threat - never could a mistake be more serious.
At the beginning of the "history" of the Republic as a competitive faction, the Torrent represented more of a filler, and then played the role of "base" for the very dangerous swarm led by Sinker in ARC-170. The named pilots are also viable this days: for example Axe can work as good ships with low cost you can put more expensive rockets on.
You can probably grab a pair of these boxes if the price is right,
One Guardians of the Republic pack is really not enough to make up a squad. Here are two more boxes to start your first very thematic squads:
Delta-7 Aethersprite is the starfighter of choice for Jedi Knights. And the Jedi use the Force! This pack contains 4 new named Jedi pilots, that you will add to the ranks presented by the Guardians of the Republic pack.
At first glance this ship may seem small - small like an A-Wing or TIE Fighter that buzzes along at high speed but poses no real offensive threat. One would be mistaken to underestimate it's power by its looks. Adding Calibrated Laser Targeting will increase its offensive capabilities, or with Delta-7B transform it into a real hammer very similar to the T-65 X-Wing.
The possibility of being able to equip droids and regenerate shields makes it the true all-rounder of the faction. This is valuable especially on high initiative pilots like Anakin. Consider the possibility of equipping the Aethersprite with the R2 Astromech Droid, or the more "specialist" C1-10P or R2-D2.
ARC-170 is an almost foolproof ship for a beginner to fly. It doesn't have many maneuvers to choose from, it has a lot of hulls so it doesn't die quickly, and it shoots both front and rear. So even if you're aiming the wrong way, you can still shoot!
In the Galactic Republic clone pilots were produced en masse by the Kaminoans, so in the game they are cheap enough to do all the dirty work that the Jedi are too high and mighty to carry through.
The unique pilots – especially Sinker and Wolfe have interesting abilities. But often your best choice will be the fantastic pilot of the 104th Squadron.
Just like in the cartoon series: two Jedi are leading clones in to the meatgrinder. Ahsoka can be used to care and support your common clones, while Skyguy is doing what he always does.
These are all other ships, that you can add to your Republic fleet at the moment:
You will recognize it because it is the spaceship with which Anakin Skywalker participates in the final battle of Episode I The Phantom Menace. N-1 Starfighter is a fast and agile ship that loves to zigzag around the table. Its greatest strength – speed – is also his greatest weakness. In fact, to activate its ability the ship will have to perform maneuvers at Speeds 3-5.
The most played pilot traditionally is Ric Olié, equipped with Crackshot or Predator to make the most of his additional die. Padmé Amidala and her Handmaids are very interesting, and can represent a nice themed squadron!
Take a Black Hawk helicopter and a troop transport like the C-130 - the result of this mix will be the LAAT/i - a gunship capable of shooting anywhere and chauffeuring powerful Jedi Knights around the table (including Yoda).
The Fire Convergence ability allows accompanying ships to achieve greater fire accuracy. The Jedi Knights on board will allow you achieve synergy through their support abilities.
Warthog is a great pilot, especially alongside swarms of low initiative pilots. The crew cards contained in the Expansion Pack are the most precious element, because they are able to enhance not only the LAAT/s, but also the other ships of the squadron.
ETA-2 Actis is the small Jedi fighter seen at the beginning of Revenge of the Sith. It is might look similar in some ways to the Aethersprite equipped with Calibrated Laser Targeting: dial, stats, repositioning based on the use of Force charges. But in fact it is a more complex ship to fly, because it repositions before the maneuver, not after.
It will take some time for you to become good with this ship, but the end result will be worth it.
Obi-Wan Kenobi and Anakin Skywalker in this new incarnations lead the charge once again. You might be tempted to equip them them with Predator, Ion Cannon or Jamming Beam, and maybe a Stealth Device, to make it really hard to push damage.
V-Wing marks the beginning of the transition period between the Galactic Republic and the Galactic Empire - this ship is the ancestor of the TIE fighter. That is why it can equip all the TIE specific upgrades, making the loadout possibilities very unique.
On the battlefield it is very similar to the A-Wing of the Rebels. The biggest flaw is the action linked to Target Lock rather than Focus, which offers less flexibility in defense.
Equipped with the dedicated configuration "Besh" V-Wing gets a device slot and begins to resemble his great-grandsons TIE Bomber and TIE Striker, although without exactly replicating their capabilities. This ship also benefits greatly from the R4 Astromech Droid, in particular because it has red "bank" maneuvers.
In case you didn't know, the Y-Wings you saw in Original Trilogy were flying naked without armor. Now here is the "complete" and correctly armored Republic version seen several times in Clone Wars.
This ships won't be able to take you to the championship by themselves, but the pilots like Broadside and Matchstick are quite interesting and excellent as turret carriers. Ideally equip them it with the R4 Astromech Droid.
The Pack itself contains very useful improvements, including the C1-10P droid, Supernatural Reflexes and Precognition. Because one the pilots is once again - Anakin Skywalker.
Similar to the Y-Wing, this Z-95 variation is more advanced compared to its later Rebel and Scum incarnations. It boasts a sensor slot and a special weapons slot allowing you to equip rockets or torpedoes. This makes it the best ordnance carrier of any Z-95s, especially with the Fire-Control System.
Unlike the other Z-95s it has the ability to do a free boost, when doing a blue maneuver, that makes it easier to justify more expensive loadouts, since it now allows you to arc-dodge a bit and generally have better positioning.
The pilots are all very solid and are fun to fly. They also emphasize different aspects of the game like offense/defense (Killer/Stub), movement (Slider) and support (Slider, Warthog).
Featured in Clone Wars, Rebels and Mandalorian - Gauntlet is a great support ship that is also relatively maneuverable and can pack a punch.
Its support abilities come mostly from the crew. By itself, this ship can rotate literally on the spot. This allows it to keep itself reorienting to wherever the fight happens and keep the guns on the target. Bo-Katan Kryze - the only named pilot for the Republic - works as a supporter, providing locks to other ships, when you don't really need that 3 dice attack.
All in all, this ship can fulfill many roles in your squad and take a beating but at a higher price compared to other transport ships.
Lastly, being a Mandalorian craft with the unique drop-seat bay, you can send out the famous Mandalorian Commandos with their iconic jetpacks from each side of the ship into the fight.
These packs do not contain any ship minis, but what they have is cardboard in abundance to further expand your fleet: new pilots, new upgrades, game tokens that you might not have: like bombs or new obstacles. The rule of thumb is to check for which ships are you getting the pilots and upgrades before getting one.
Another pack, somewhat like a previous one, but only with new pilots. The Republic gets 5 new pilots:
It’s also worth noting these Hotshots and Aces have some odd printing choices with different faction pilots being on opposite sides of the same token. So splitting it with friends from other factions might not be possible.
Also there are no SL cards, only ship cards, while being an AMG product.
A thematic pack dedicated to the Mandalorians provides upgrades for the Republic and new obstacles.
This is another pack you can split among friends from other factions.
Like a pack with obstacles, but instead - a bunch of mines and bombs: tokens and upgrade cards all in one package!
Another great little pack! It also contains cards with special setups for you game to spice things up.
Siege Of Coruscant Scenario Pack is ultimately a scenario cardboard. It has only Standard Loadout (SL) pilots that fit a specific thematic scenario from the beginning of Episode III.
ARC-170, Eta-2, V-19 Torrent and V-Wings are covered in this pack and it is definitely worth getting for the pilots alone. Axe in the V-19 is a very good rocket carrier as in this version he is initiative 5 and has one more hull. Another example are 2 ARC-pilots who are very good in acquiring target locks for their attacks.
However this is recommended only with a larger selection since it doesn't come with any models and is 450/350 points per side, also the full Standard Loadout is only legal in Wild Space.
The scenario itself is fun and in the 2.0 version relatively open to experiment with different builds.
Most AMG products contain a second type of ship cards - Standard Loadout pr SL (sometime only SL, sometimes SL and standard FFG ship cards):
Ship card (standard for all FFG products) gives you an opportunity to fully customize your ship with the limitation of available slots.
Standard Loadout (SL) includes predetermined upgrades and can't be reconfigured.
The X2PO team strives to incorporate all new AMG products to the 2.0/Legacy system, so expect points for all new releases in a reasonable time frame to balance them properly.
Since SL is a totally different beast compared to the original game system (and somewhat intrinsically imbalanced), we have decided to split this cards in two entities to maximize compatibility and options for the players:
Left Side Legal (LSL): Pilot only part that can be used for standard play and customized with the limitation of available slots. In many cases such pilots have different abilities compared to their ship card versions.
Standard Loadout (SL): The whole card with fixed upgrades - can be used for a Wild Space game mode.
Now back to the buying guide!
So you have reached the end of the Black Box guide wondering, what else it there beyond your magnificent collection of ships and starfighters?
Two answers:
This expansion introduces a totally new way to play X-Wing, inviting 2 to 8 players to engage in epic multiplayer battles as they command massive fleets in large-scale games that evoke iconic Star Wars scenes.
It features 11 scenarios ranging from Free For All Deathmatch where each player controls only one ship to an Epic Battle where players fly coordinated wings of starfighters supporting huge ships. From desperate defensive actions to daring assaults on enemy fortifications, each scenario creates an exciting narrative.
Within this expansion, you'll find five wing tools that ease and speed up the game letting you fly your fighters in wings and not separately.
Within the Huge Ship Conversion Kit, X-Wing players will find all the components they need to upgrade their first edition huge ships: CR-90, C-ROC, Gozanti, GR-75 and Raider - to the second edition with unique mechanics and upgrades. These ships are not suitable for Standard play, there is a special Epic mode for them that intertwines with Epic Battles Multiplayer Expansion.
The Republic gets CR90 Corellian Corvette (huge battery platform).
Needless to say that you need to have actual ships to use this Kit. But just look at these beauties below!
Yeah, they actually re-released CR90 in a Black Box with all components for the second edition. But because they included wrong ship dial, you still need the Huge Ship Conversion Kit.
Huge ship components from 1.0 are not used in epic 2.0, including the bases and pegs, but you can use those bases and pegs for any large ship in your collection.
You have reached the end of the Black Box guide to the Galactic Republic.
Now go out there and have some fun playing X-Wing!
Copyright © 2025 X2PO - All Rights Reserved. Star Wars: X-Wing Second Edition is the property of Atomic Mass Games and Star Wars is the property of Lucasfilm Ltd.
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