1.
- Ten Numb/B-Wing (31) (8 3 1 3 5)
When attacking, 1 of your results cannot be cancelled by defense dice.
Fire-Control System (2) – After you perform an attack, you may acquire a target lock on the defender
- Jek Porkins/X-Wing (26) (7 3 2 3 2)
When you receive a stress token, you may remove it and roll 1 attack die. On a result, deal 1 facedown damage card to this ship.
R2 Astromech (1) – Treat all 1- and 2-speed manoeuvres as green manoeuvres.
2.
- Corran Horn/E-Wing (35) (8 3 3 2 3)
At the start of the End phase, you may perform 1 attack. You may not attack next round.
Expose (4) – Action: Until the end of the round, increase your primary weapon value by 1 and decrease your agility value by 1.
- Rookie Pilot/X-Wing (21) (2 3 2 3 2)
3.
- Airen Cracken/Z-95 Headhunter (19) (8 2 2 2 2)
After you perform an attack, you may choose another friendly ship at Range 1. That ship may perform 1 free action.
- Green Squadron Pilot/A-Wing (19) (3 2 3 2 2)
Chardaan Refit (-2) – This card has a negative squad point cost.
Push the Limit (3) – Once per round, after you perform an action, you may perform 1 free action shown in your action bar. Then receive 1 stress token.
- Prototype Pilot/A-Wing (17) (1 2 3 2 2)
Proton Rockets (3) – Attack [Focus]: Discard this card to perform this attack. You may roll additional attack dice equal to your agility value, to a maximum of 3 additional dice. Attack value: 2. Range: 1.
Munitions Failsafe (1) – When attacking with a secondary weapon that instructs you to discard it to perform the attack, do not discard it unless the attack hits.