Their were two Resistance specific errata's in this update, that were basically the same change:
The BB Astromech, and BB-8 now trigger in the system phase, rather than before you execute a blue manoeuvre. - This means you can dial in any move, though a blue move lets you clear the stress you gain. It's a minor nerf, which will effect the higher PS pilots more than the lower PS ones. These cards didn't seem very popular, so I don't think it will make much of a difference, other than to some Poe builds.
There was also a single Resistance upgrade change:
- Wartime Loadout (Y-wing Config) went up from 4pts to 10pts. - This is almost irrelevant, as the Y-wings pretty much universally gained +6 loadout to compensate. The only exceptions were the generics (suck it you nameless losers!), and Zorii, who gained only +4 loadout.
Again the upgrade changes more likely to effect the Resistance is the loss of Hull upgrade, which was pretty common on Resistance ships for some extra HP. There was always a bit of a debate whether hull or Ion Torpedoes were the go-to upgrade to fill those last 4pts, so the ban has solved that debate. The loss of the generic regen droids will go unnoticed by the Resistance, as they already had better upgrades to take.
The direct nerf to Resistance ships were relatively small. They were mostly correcting their (frankly) overpowered 4-cost X-wings:
- Generic Y-wings.
- R1-J5 (Fireball).
- Merl (A-wing).
- C'ai, Jaycris, Joph, Kare, Boosty Temmin
Firstly, I don't think anyone will bat an eyelid at the nerfs to the generic Y-wings, Joph Seastriker, or Kare Kun. I never saw them before the update, and I don't expect that to change after they took an efficiency hit.
The big changes are the increased costs for R1-J5, Merl, C'ai, and Jaycris. I expect all four of these to drop out of the meta, and go back to the binder to think about what they've done. It's hard to justify any of them when their are better options, in the same ship, and in the same cost slot.
Of the nerfs, the boosty version of Snap is the only one, which I think won't effect the usability of the pilot. Snap's free boost was really valuable in the objective context, so I don't think losing 2 loadout will impact his efficiency much. Expect to see him still boosting around.
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| "Poe, you son of a bitch!" |
The Resistance got a couple key buffs this update. The following pilots received buffs, with their cost, loadout, and/or slots improved:
- All the named Y-wings.
- Jarek, Kazuda, and the generic Fireball.
- Nodin (Transport).
- BB-8, and Finn (Pod)
- Ello, Jessica, Nien, Commander Poe, Commander Temmin
I don't think anyone cares much about the generic Fireballs. Ditto for Nodin in the transport, and Jess Pava in the T-70.
As discussed above, the changes to the named Y-wings were mostly a wash, as their config went up by the same as their loadout gain. Zorii actually got a net nerf, but I still think she's amazing, and we'll see quite a bit of her paired with Poe for a one-two alpha punch. The other Y-wings will probably continue to be absent in the meta, though I like the 3-cost pilots (especially C'ai).
The named Fireballs got some loadout buffs. Jarek seems decent as a 3-cost, PS5 ship with a bunch of loadout for missiles. Kaz in the Fireball was already popular, so I expect to see more of him since he got a loadout buff, and two of the other 4-cost powerhouses got nerfed to the 5-cost slot.
The decreases to both the Transport pods look good to me. BB-8 is a nice ship to put in the 2-cost slot. I actually think he's kinda lame, and I'd probably skip him unless I needed to fill out my list, which is exactly what you want as a balanced 2-coster. Finn is great value for his cost, and I expect well see a lot of him as a tanky little hitter.
Expect to see a lot more of Ello Asty, Nien Numb, and especially Commander Poe. All 3 are incredible value now with their loadout increases. Poe in particular can take pretty much all the upgrades I'd want on him, and makes even Luke in the T65 look a bit underwhelming.
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| "Shut it! I'm the commander now." |
What I consider to be the strong Resistance pieces in each slot:
The Rey-Slot:
- Rey w/ Heroic, Rose, Novice Technician, Finn, Engine Upgrade, Title. - This will be a theme for Resistance pilots, but: Rey hits like a truck, and is also decently tanky. She will die to heavy fire, so the engine upgrade can be used to play like an old-school fat-turret. This can be used to kite swarms around, and slowly pick them apart.
The Poe-Slot:
- Poe (Ace) w/ Daredevil, R4-astro, Proton Torpedoes, [Ion Torpedoes / HLC], Overdrive Thruster, Title, Config. - This is an expensive Poe, but hits hard with double-modded Protons, and is extremely squirrely. There's an argument between taking the HLC, or Ion Torps on this Poe. Personally I prefer the options that the Ions give him, and given the length of most games, I don't think he'll run out of relevant munitions before the game ends. I could also see an offensive build with just: Outmanoeuvre, Protons Torps, Failsafe, and Title.
The Better Poe-Slot:
- Poe (Commander) w/ Crackshot, Predator, R4-astro, Proton Torpedoes, Config. - I actually like this a lot more than the 7-cost Poe (except the loss of the title). He still hits like a truck, but is a slot cheaper so you can fit more into your list. Also, while his ability is worse for him, it can be really good to have the option to give another ship an action. Seriously, this guy (and Luke) makes Soontir look so sad in the 6-slot.
The 5-Slot:
- Zorii w/ Tierfon Belly Run, [R4-astro / Dorsal Turret], Proton Torpedoes, Config. - Again we have a ship with easy access to double-modded Proton Torpedo shots, which is the bread and butter of the higher cost Resistance ships. She's best buddies with Poe, who can give her a PS6 lock action.
- Cova w/ [Predator / Heroic], R4-astro, Jamming Beam, Leia. - This is a proven ship build, which I imagine could be quite useful in objective games. It also gives you a coordinate to correct, and/or make unexpected plays.
- Temmin w/ Crackshot, R6-D8, [HLC / Ion Torpedoes], Config. - Snap can still get all the upgrades he wants, even with his -2 loadout nerf. Snap's one of those pilots who (IMO) likes to shoot-and-scoot using his boost to move between targets. He does this rather than jousting with k-turns to try and stay on the same target.
- Ello w/ Crackshot, Predator, R4-astro, [HLC / Ion Torpedoes], Config. - A similar build to Snap, but Ello is sorta the opposite. He loves to tallon-roll to joust a target(s), who usually can't turn around as efficiently as he can. Again I like the HLC, but can see reason in taking the Ions instead.
- Nien w/ [Marksman & R6-D8 / Predator & R4-astro], Jamming Beam, Pattern Analyser, Config. - I feel like Nien escaped an errata between 2.0, and 2.5. His pilot ability works when he does the bump red-focus action, which means he can bump an enemy with a lesser consequence to other pilots. I think pattern analyser is mandatory, as he can combo it with his ability for double actions when he does a red move. I think you can use the last 5 loadout points in a couple of different ways. Personally I'd go with Marksman + R6-D8, or Predator + R4-astro, but I'm boring, and just like rerolls.
The 4-Slot:
- Greer w/ Heroic, Optics. - An oldie, but a goodie when it comes to A-wing builds. Greer is a solid PS4 pilot, who will do really consistent damage with his action economy. He can also double as an effective objective runner. You could go a Concussion Missiles instead to chase the 3rd attack dice.
- Suralinda w/ Predator, [Daredevil & Ion Cannon / Crackshot & HLC]. - She's the only A-wing with a cannon slot. Suralinda can be like a little Firespray, with a cannon out front, and her primary out back. I think the Ion cannon is a solid cannon choice, though a more offensive build with HLC might also work.
- Kazuda w/ [Predator / Notorious], Contraband, Shield, TComputer, Title. - Kaz is another proven ship, and he's the closest thing the Resistance now has to a 4-cost X-wing chassis. I quite like Notorious on him, as enemies want to put damage on him to lower his offense.
The 3-Slot:
- Finn w/ Heroic, [Crackshot & C-3P0 / Predator & Perceptive Co-pilot]. - I expect Finn to become the new 'standard' Resistance 3-cost ship. We know from past experience that he's a really solid little ship, that can both dish, and deal damage. Personally, I prefer the version with C3P0 for the flexibility of having access to a coordinate.
- C'ai w/ Marksman, [Cluster Missiles / Ion Missiles / Mag-pulse Missiles], Config. - This is very cheap for a tanky 9HP ship, which can push unavoidable crits through it's bullseye missile shots. I think it brings a lot for a 3-coster.
- Jarek w/ Marksman, Cluster Missiles, Overtuned Modulator, TComputer, [Title]. - Again you get a decently tanky, PS5 ship, which can shoot a double-modded cluster missile. The access to SLAM also makes this ship decent in objective play.
The 2-Slot:
- BB-8 w/ [Chewbacca / Automated Target Priority, Han]. - I'm not entirely certain what you put on BB-8, but regardless, he's a 2-coster so he's solid in my books. He's not the fastest objective ship, but his system-phase boost gives him some extra speed.
The Resistance lost it's two super cheap, 4-cost X-wings, but got some pretty big buffs as well. I think BB-8 might be one of the few 2-cost ships I'd (sometimes) skip. Commander Poe is the clear standout for me, and I don't see any reason not to pair him with Zorii for a pretty brutal alpha-strike. The Resistance 4-slot seems a little weak (besides Kaz), but the 5 & 3-slots have some pretty solid looking ships.
Here's my version of Commander Poe and Zorii:
6 Poe (Commander) w/ Crackshot, Predator, R4-astro, Proton Torpedoes, Config.5 Zorii w/ Tierfon Belly Run, DorsalT, Proton Torpedoes, Config.3 Jarek w/ Marksman, ClusterM, Overtuned, TComputer, Title.3 C'ai (Y-wing) w/ Marksman, ClusterM, Config.3 Finn w/ Crackshot, Heroic, C-3P0.
Plenty of damage, and tankiness, with a little bit of speed too for objectives. Should be fun.

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