Welcome to Rogue Squadron, pilot! In this series, we will be looking at different squadrons you can fly in Fantasy Flight Games X-Wing miniatures game. We give you the squad, what expansion pack all of the upgrades come from and then give you the lowdown on how best to fly it. Strap in and get ready to fly.

All Wings Report In

Firespray-31 “Boba Fett” (Wave 1) (97 pts) (I5)

While you defend or perform an attack, you may reroll 1 of your dice for each enemy ship at range 0-1.

Crew- 0-0-0 (Wave 1 Scum Conversion Kit): Scum or Squad including Darth Vader. At the start of the Engagement Phase, you may choose 1 enemy ship at range 0-1. If you do, you gain 1 calculate token unless that ship chooses to gain 1 stress token.

0-0-0 (Wave 1 Scum Conversion Kit): At the start of the Engagement Phase, you may choose 1 enemy ship at range 0-1. If you do, you gain 1 calculate token unless that ship chooses to gain 1 stress token. Device- Proton Bomb (Wave 1): Bomb. Charge 2. During the System Phase, you may spend 1 to drop a Proton Bomb using the 1 straight template. At the end of the Activation Phase, this device detonates. When this device detonates, each ship at range 0–1 suffers 1 damage.

Proton Bomb (Wave 1): Charge 2. During the System Phase, you may spend 1 to drop a Proton Bomb using the 1 straight template. At the end of the Activation Phase, this device detonates. When this device detonates, each ship at range 0–1 suffers 1 damage. Gunner- Han Solo (Wave 1): Scum only. Before you engage, you may perform a red Focus action.

Han Solo (Wave 1): Before you engage, you may perform a red Focus action. Talent- Debris Gambit (Wave 1 Conversion Kits): Adds Red Evade. Sm all ship or medium ship only. While you perform a red Evade action, if there is an obstacle at range 0-1, treat the action as white instead.

Debris Gambit (Wave 1 Conversion Kits): While you perform a red Evade action, if there is an obstacle at range 0-1, treat the action as white instead. Title- Marauder (Wave 1): While you perform a primary Rear Arc attack, you may reroll 1 attack die. Adds Gunner slot.

StarViper “Guri” (Wave 1 Conversion Kit) (102 pts) (I5)

At the start of the Engagement Phase, if there is at least 1 enemy ship at range 0-1, you may gain 1 focus token.

Microthrusters: While you perform a barrel roll, you must use the 1 bank template instead of the 1 straight template.

Modification- Shield Upgrade (Wave 1): Gain 1 Shield Value.

Shield Upgrade (Wave 1): Gain 1 Shield Value. Modification- Stealth Device (Wave 1): Charge 1. While you defend, if your Charge is active, roll 1 additional defense die. After you suffer damage, lose 1 Charge.

Stealth Device (Wave 1): Charge 1. While you defend, if your Charge is active, roll 1 additional defense die. After you suffer damage, lose 1 Charge. Sensor- Advanced Sensors (Wave 1): After you reveal your dial, you may perform 1 action. If you do, you cannot perform another action during your activation.

Advanced Sensors (Wave 1): After you reveal your dial, you may perform 1 action. If you do, you cannot perform another action during your activation. Talent- Outmaneuver (Wave 1): While you perform a Forward Arc attack, if you are not in the defender’s firing arc, the defender rolls 1 fewer defense die.

Outmaneuver (Wave 1): While you perform a Forward Arc attack, if you are not in the defender’s firing arc, the defender rolls 1 fewer defense die. Title- Virago (Wave 1 Conversion Kit): Charge 2. Gain 1 Shield value. During the End Phase, you may spend 1 Charge to perform a red Boost action. Add Modification slot.

Lock S-Foils in Attack Position

This list feels a lot like a late game 1.0 list. It’s two decked-out ships that are much greater than the sums of their parts. However, neither of them are 1.0 overpowered. Either can be dropped quickly if you make a bad move, which means your skill at flying them is the most important aspect.

Boba Fett can be a monster up close. Rerolls on attack and defense, double actions via Han, either extra tokens or passing out stress with 0-0-0 and a proton bomb to leave as a parting gift. Your opponent has to be very careful about range control against Boba. The Firespray having a native boost is a huge advantage here.

Guri is an amazing flanker. The special barrel rolls make arc dodging to trigger Outmaneuver a snap. Advanced Sensors gives her a lot of options for where she ends up, helping her trigger her ability for free Focus. Seven health and four initial defense dice can make her very hard to hit. However, green dice are fickle, so expect them to fail. More than once I’ve had Guri completely blank out against a two dice attack the first time she got shot.

While you want both of these ships up close, it can be a trap. Boba Fett enjoys being close to his enemies and those rerolls can make a big difference. But even with the rerolls, an evade, focus, and calculate, he’s still only rolling two dice. You get caught against someone with Crack Shot, Advanced Protons, Proton Rockets or just more than one four dice range one attack and you’re going to be eating some damage.

Variations

There are quite a few ways to vary this list. You could trade 0-0-0, Debris Gambit and Proton bombs for a Perceptive Co-Pilot, which would allow Han to give Boba double focus. But you lose a lot in the process. You could also strip some stuff off Guri for a stronger bid. Dropping Virago and one of the Mods frees up quite a lot of points. You could use those for a bid and extra upgrades on Boba.

I also almost put Inertial Dampeners on Boba. But now that it costs you a shield to use, the one point bid was far more valuable.

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