Rogue Squadron- I6 X-Wing Brothers
Welcome to Rogue Squadron, pilot! In this series, we will be looking at different squadrons you can fly in Atomic Mass Games X-Wing miniatures game. We give you the squad and then give you the lowdown on how best to fly it. Strap in and get ready to fly.
All Wings Report In
T-65 X-Wing “Wedge Antilles” (6 pts) (I6)
- Pilot Ability
- While you perform an attack, the defender rolls 1 fewer defense die.
- Ship Ability – None
- Loadout (18/18)
- Astromech – R4 Astromech (3)
- Decrease the difficulty of your speed 1-2 basic maneuvers.
- Torpedo – None (-)
- Modification – Shield Upgrade (8)
- Add 1 Shield.
- Talent – Swarm Tactics (5)
- At the start of the Engagement Phase, you may choose 1 friendly ship at range 1. If you do, that ship treats its initiative as equal to yours until the end of the round.
- Talent – Elusive (2)
- Charges: 1
- While you defend, you may spend 1 Charge to reroll 1 defense die.
- After you fully execute a red maneuver, recover 1 Charge.
- Astromech – R4 Astromech (3)
T-65 X-Wing “Biggs Darklighter” (5 pts) (I3)
- Pilot Ability
- During the System Phase, you may choose 1 friendly ship at range 1. If you do, treat your initiative as equal to the chosen ship’s initiative until the end of the Activation Phase.
- Ship Ability – None
- Loadout (Standardized)
- Hope: After another friendly ship at range 0-3 is destroyed, you may perform a Focus or Boost action.
- Selfless: While another friendly ship at range 0-1 defends, before the Neutralize Results step, if you are in the attack arc, you may suffer 1 Crit damage to cancel 1 Crit result.
- Attack Speed: After you fully execute a speed 3 or 4 straight maneuver, you may perform a boost using the 1 straight template. (This is not an action).
- R2-F2:
- Charges: 2
- After you reveal your dial, you may spend 1 charge and gain 1 disarm token to recover 1 shield.
- Proton Torpedoes
- Charges: 2
- Munitions, Range 2-3, Forward Arc
- Attack (4, Lock): Spend 1 Charge. Change 1 result to a result.
RZ-1 A-Wing “Arvel Crynyd” (3 pts) (I3)
- Pilot Ability
- If you would fail a Boost action by overlapping another ship, you may resolve it as though you were partially executing a maneuver instead. While you perform an attack at attack range 0, treat it as an attack at attack range 1.
- Ship Ability – Vectored Thrusters
- After you perform an action, you may perform a red Boost action.
- Loadout (5/5)
- Talent – Elusive (2)
- Charges: 1
- While you defend, you may spend 1 Charge to reroll 1 defense die.
- After you fully execute a red maneuver, recover 1 Charge.
- Talent – Crackshot (3)
- Charges: 1
- While you perform a primary attack, if the defender is in your Bullseye Arc, before the Neutralize Results step, you may spend 1 Charge to cancel 1 Evade result.
- Talent – Elusive (2)
RZ-1 A-Wing “Derek Klivian” (3 pts) (I3)
- Pilot Ability
- After you acquire or spend a lock, you may remove 1 red token from yourself.
- Ship Ability – Vectored Thrusters
- After you perform an action, you may perform a red Boost action.
- Loadout (6/6)
- Missile – Cluster Missile (4)
- Charges: 4
- Munitions, Range 1-2. Forward Arc
- Attack (Lock, 3): Spend 1 Charge. After this attack, you may perform this attack as a bonus attack against a different target at range 0-1 of the defender, ignoring the Lock requirement.
- Talent – Elusive (2)
- Charges: 1
- While you defend, you may spend 1 Charge to reroll 1 defense die.
- After you fully execute a red maneuver, recover 1 Charge.
- Missile – Cluster Missile (4)
TIE/ln Fighter “Ezra Bridger” (3pts) (I3)
- Pilot Ability
- While you defend or perform an attack, if you are stressed, you may spend 1 Force to change up to 2 of your Focus results to Hit or Evade results.
- Ship Ability – None
- Loadout (6/6)
- Crew – K-2SO (6)
- Add Jam, Calculate action
- During the System Phase, you may choose a friendly ship at range 0-3. That ship gains 1 calculate token and 1 stress token.
- Force – None (-)
- Modification – None (-)
- Crew – K-2SO (6)
Lock S-Foils in Attack Position
With the introduction of the Battle of Yavin scenario pack, we have some new alternative versions of pilots added to the game. One that struck me was the new Biggs Darklighter. Instead of his normal ability, taking damage for allies, he has the ability to gain the initiative of a friendly ship during activation. He has Selfless as an upgrade, allowing him to continue to fulfill his roll of absorbing hits for friendlies. My first thought when seeing his ability was to pair him with someone with Swarm Tactics. What better option than original Wedge Antilles at I6? This effectively gives you two I6 X-Wings to bring to bear. Now, you will need to keep them close in order for this to work, which limits your arc dodging some, but they will get to fire first and hit hard. As they are the same chassis, moving together is very easy. The only thing Biggs can’t do is boost with a bank, or after going speed 1 or 2.
To round out the list, you have nine points remaining. I toyed with throwing Hera (A-Wing) and Fenn Rau into the mix for four I6’s but that doesn’t have the firepower to be great. However, A-Wings are great objective runners. You can take two A-Wings and then also have enough points for Ezra in the TIE. This gives you a nice solid five ship list. You have ace heavy hitters in the X-Wings, quick objective runners in the A-Wings and a Force using wildcard with Ezra. He can use K-2SO to help
Loadout Variations
Vectored Cannons is the most obvious alternative loadout. I ran without it since Derek doesn’t mind locking and then vectored thrusters boosting, as his ability can clear the stress. But taking it is a strong option.
As for Wedge, you could switch out the Shield Upgrade for an Advanced Proton Torpedo for more oomph. You could also drop everything but Swarm Tactics for a Proton Torpedo, giving you double that and leaving you one point for Marksmanship. However, I went with this loadout because Wedge is everyone’s favorite target. With Biggs and Selfless, plus the shield and Elusive, he actually has far more survivability, potentially gaining more firepower than a torpedo by keeping him on the board longer.
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