Five Ship Rebels

Published by Wayne on

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.
  • 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.
  • 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.
  • X-Wing
    • Blue Squadron Escort + Servomotor S-foils
      • No real other options but now you can fly five X-wings which is fun.

Extended

  • A-Wing
    • Green Squadron Pilot + Snapshot + Crackshot
      • Snap/Crack A-Wings
    • Green Squadron Pilot + Juke + Crackshot
      • Juke/Crack A-Wings
  • 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.
  • 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.
  • 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.
  • Sheathipede
    • AP5 + K-2S0
      • System phase you give someone a calculate token then you can still coordinate them at I1 with your ability.
  • 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.

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