Five Ship Rebels
With the recent point changes, the Rebel Alliance now finds itself with a multitude of options at 40 points. This, in turn, is exactly the amount you need for a five ship build, which is another thing Rebels like. So what can you mix and match for a five ship squadron?
Hyperspace
- A-Wing
- Phoenix Squadron Pilot + Snap Shot + Ion Missile
- Five Snap A’s can cause some trouble.
- The Ion missile can go if you wanted to be even cheaper. But it gives you a control option.
- Green Squadron Pilot + Outmaneuver + Daredevil
- Now that Daredevil is a more reasonable 2pts, you can try to outfly your opponent.
- Phoenix Squadron Pilot + Snap Shot + Ion Missile
- B-Wings
- Blue Squadron Pilot
- Technically these come out to 41pts. But if you throw in one A-wing with one less upgrade you can work in some.
- Blue Squadron Pilot
- Y-Wing
- Gray Squadron Pilot + Proton Bomb + Ion Turret
- This is a lot of beef to chew through.
- Ioning ships into your bombs is fun and makes everyone hate you. Enjoy.
- Dutch Vander
- He’s nekkid but still a reasonable force multiplier for other ships.
- Gray Squadron Pilot + Proton Bomb + Ion Turret
- X-Wing
- Blue Squadron Escort + Servomotor S-foils
- No real other options but now you can fly five X-wings which is fun.
- Blue Squadron Escort + Servomotor S-foils
Extended
- A-Wing
- Green Squadron Pilot + Snapshot + Crackshot
- Snap/Crack A-Wings
- Green Squadron Pilot + Juke + Crackshot
- Juke/Crack A-Wings
- Green Squadron Pilot + Snapshot + Crackshot
- Attack Shuttle
- Ezra Bridger
- He came down to 40pts so you can get Force user into a squad.
- Hera Syndulla + Predator
- Give the shuttle some re-rolls. At I5, Hera can use her ability to shift her maneuver to get bullseye.
- Zeb + Hull Upgrade + Dorsal Turret
- With his ability to cancel Crits first, gaining more hull is kind of like gaining more shields.
- Five health and a turret arc at I2. Fits in with Y-Wings.
- Ezra Bridger
- K-Wing
- Warden Squadron Pilot + Tactical Scrambler
- Five K-Wings is a lot of health. Especially when you rotate which one is in front, giving a bonus attack die to those behind it.
- Warden Squadron Pilot + Tactical Scrambler
- HWK-290
- Rebel Scout + Seismic Charge + Engine Upgrade + Informant
- This guy can actually work like a scout, getting up ahead to gain intel on enemy movements. Then dropping a bomb if they’re going to go near any rocks.
- Rebel Scout + Seismic Charge + Engine Upgrade + Informant
- Sheathipede
- AP5 + K-2S0
- System phase you give someone a calculate token then you can still coordinate them at I1 with your ability.
- AP5 + K-2S0
- Z-95
- Lieutenant Blount + Afterburners + Trickshot
- Use Blount as a sniper, hiding behind rocks to get a four dice attack if your other ships are up close to the target.
- Lieutenant Blount + Afterburners + Trickshot