Who goes first in Star Wars: X-Wing Miniatures Game?
FFG English original core set
Players plan maneuvers simultaneously. In the Activation phase, the ship with the lowest pilot skill activates first; in Combat, the ship with the highest pilot skill attacks first.
Official tie-break or fallback
When opposing ships share a pilot skill, the player with initiative resolves their ships at that skill first. A player chooses the order among their own ships with the same pilot skill.
If your rules call for a random choice, use the player picker.
Rule details
In this original core rulebook, the Imperial player normally has initiative. Under its squad-building rules, the player with the lower squad-point total has initiative; equal totals give it to the Imperial player.
Source & edition
- Star Wars: X-Wing Miniatures Game — English rulebookFantasy Flight Games · Planning phase; Activation phase — Breaking ties; Combat phase; Initiative; Initiative when squad building · Checked 2026-09-26
Related games and editions
- Star Wars: Imperial Assault — FFG English core game
- Star Wars: Jabba's Palace – A Love Letter Game — Z-Man English 19-character-card edition
- Star Wars: Rebellion — Fantasy Flight Games English rules, 2016
Games with a similar starting rule
- SteamRollersThe last player to have missed a train becomes the Start Player.
- Super ToothWhoever most recently visited a museum starts.
- Survive the IslandThe last person to return safe and sound from an island is the first player.
- Switch & SignalThe person who most recently had to wait for a train is the first active player. If nobody has had to wait for one, the group decides who starts.
- Tang GardenThe most recent visitor to China goes first. If nobody has visited, choose randomly.
Found a different instruction in your edition? Send a correction with the game, edition, and source.