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 low down on how best to fly it. Strap in and get ready to fly.

All Wings Report In

T-65 X-Wing “Luke Skywalker” (Wave 1) (71 pts) (I5)

After you become the defender (before dice are rolled), you may recover 1 Force.

Astromech- R2-D2 (Wave 1): Charges: 3. After you reveal your dial, you may spend 1 Charge and gain 1 disarm token to recover 1 shield.

R2-D2 (Wave 1): Charges: 3. After you reveal your dial, you may spend 1 Charge and gain 1 disarm token to recover 1 shield. Configuration- Servomotor S-foils Closed: Adds White Boost, White Focus -> Red Boost While you perform a primary attack, roll 1 fewer attack die. Before you activate, you may flip this card. Open: Before you activate, you may flip this card.

Servomotor S-foils Force Power- Heightened Perception (Wave 1): At the start of the Engagement Phase, you may spend 1 Force. If you do, engage at initiative 7 instead of your standard initiative value this phase.

ARC-170 “Norra Wexley” (Wave 1 Conversion Kit) (61 pts) (I5)

While you defend, if there is an enemy ship at range 0-1, you may add 1 Evade result to your dice results.

Astromech- R2 Astromech (Wave 1): Charges: 2. After you reveal your dial, you may spend 1 Charge and gain 1 disarm token to recover 1 shield.

R2 Astromech (Wave 1): Charges: 2. After you reveal your dial, you may spend 1 Charge and gain 1 disarm token to recover 1 shield. Crew- Lando Calrissian (Wave 1 Conversion Kit)- Action: Roll 2 defense dice. For each Focus result, gain 1 focus token. For each Evade result, gain 1 evade token. If both results are blank, the opposing player chooses focus or evade. You gain 1 token of that type.

ARC-170 “Shara Bey” (Wave 1 Conversion Kit) (68 pts) (I4)

While you defend or perform a primary attack, you may spend 1 lock you have on the enemy ship to add 1 Focus result to your dice results.

Astromech- R3 Astromech (Wave 1): You can maintain up to 2 locks. Each lock must be on a different object. After you perform a Lock action, you may acquire a lock.

R3 Astromech (Wave 1): You can maintain up to 2 locks. Each lock must be on a different object. After you perform a Lock action, you may acquire a lock. Crew- Saw Gerrera (Saw’s Renegades Expansion)- While you perform an attack, you may suffer 1 Hit damage to change all of your Focus results to Critical results.

Saw Gerrera (Saw’s Renegades Expansion)- While you perform an attack, you may suffer 1 Hit damage to change all of your Focus results to Critical results. Gunner- Veteran Tail Gunner (Wave 1 Conversion Kit)- After you perform a primary Forward Arc attack, you may perform a bonus primary Rear Arc attack.

Lock S-Foils in Attack Position

I flew a version of this in a local tournament. Went 2 and 2. The biggest drawback was that Shara couldn’t capitalize on her ability. I had Leia on her instead of Saw, which was useful in most games but Shara was nothing but an I4 ARC. With this setup, she’s more of a threat. This gives your opponent more choices; gang up on Norra or Luke and leave Shara free to hurt herself to dish out a ton of crits? With two attacks and two target locks, Shara has the potential to dish out some hurt in a perfect round.

Norra, as always, is a beast to kill. The medium base of the ARC works to her advantage, increasing the odds of her being at range 0-1 of someone. In one game, I made a bonehead move and got her range 1 of three double tapping Scurrgs, plus a range 2 Drea primary. She ate all but the final Dorsal shot from the last Scurrg. That’s 20 dice. Sure, she died. She was very, very dead. But, it took six modified shots to kill her, leaving Shara, who was equally vulnerable, untouched. That free evade result goes a long way.

Luke, meanwhile, does Luke things. He’s really hard to kill…unless you’re Midnight. She gets him locked and he’s just an X-Wing. Heightened Perception can help you out though. If your dice roll well, you have the chance to kill her before she kills you.

Variations

You can drop Veteran Tail Gunner from Shara for a four-point bid. Or drop R2-D2 to a regular R2 astromech on Luke for a two-point bid. Or both for six point bid. All depends on how much of a bid you like to have.

You can also switch R3 for an R2 (after making one of those other changes). This would allow Shara to more comfortably use Saw and her ability, then bug out, regen a shield and come back.

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