Rogue Squadron- Jedi Helpers
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 (Extended)
Nimbus Class V-Wing “Wilhuff Tarkin” (39 pts) (I3)
During the System Phase, you may choose an object that you have locked at range 1-3. Another friendly ship at range 1-3 may acquire a lock on that object.
Twin Ion Engines: Ignore the “TIE” ship restriction on upgrade cards.
- Astromech- R3 Astromech
- 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.
- Configuration – Alpha-3E “Esk”
- Charges: 2 Reoccurring
- While you perform a primary attack, before rolling attack dice, you may spend 2 charges. If you do, your Crit results inflict ion tokens instead of damage.
- Talent – Marksmanship
- While you perform an attack, if the defender is in your Bullseye, you may change 1 Hit result to a Crit result.
Nimbus Class V-Wing “Klick” (37 pts) (I4)
While a ship that you have locked at range 1-3 defends or performs an attack, you may spend 1 Charge to prevent range bonuses from being applied.
Twin Ion Engines: Ignore the “TIE” ship restriction on upgrade cards.
- Astromech- R3 Astromech
- 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.
- Configuration – Alpha-3E “Esk”
- Charges: 2 Reoccurring
- While you perform a primary attack, before rolling attack dice, you may spend 2 charges. If you do, your Crit results inflict ion tokens instead of damage.
- Talent – Marksmanship
- While you perform an attack, if the defender is in your Bullseye, you may change 1 Hit result to a Crit result.
Eta-2 Actis “Obi-Wan Kenobi” (57 pts) (I5)
After you or a friendly Anakin Skywalker at range 0-3 executes a maneuver, if there are more enemy ships than other friendly ships at range 0-1 of that ship, you may spend 1 Force. If you do, that ship gains 1 focus token.
Intuitive Controls: During the System Phase, you may perform a purple Boost or purple Barrel Roll action
- Cannon – Ion Cannon
- Forward Arc Attack: 3
- If this attack hits, spend 1 Hit or Crit result to cause the defender to suffer 1 damage. All remaining Hit/Crit results inflict ion tokens instead of damage.
- Force – Patience
- At the start of the Engagement Phase, if there is an enemy ship in your Forward, you may gain 1 deplete token to recover 1 Force.
Eta-2 Actis “Anakin Skywalker” (67 pts) (I6)
After you or a friendly Obi-Wan Kenobi ship at range 0-3 executes a maneuver, if there are more enemy ships than other friendly ships at range 0-1 of that ship, you may spend 1 Force. If you do, that ship removes 1 red token of your choice.
Intuitive Controls: During the System Phase, you may perform a purple Boost or purple Barrel Roll action
- Cannon – Ion Cannon
- Forward Arc Attack: 3
- If this attack hits, spend 1 Hit or Crit result to cause the defender to suffer 1 damage. All remaining Hit/Crit results inflict ion tokens instead of damage.
- Force – Sense
- During the System Phase, you may choose 1 ship at range 0-1 and look at its dial. If you spend 1 Force, you may choose a ship at range 0-3 instead.
Lock S-Foils in Attack Position
Klick and Tarkin serve as Jedi support ships. But instead of being in clunky medium bases, like LAAT’s or ARC’s, they are in nimble V-Wings. This helps them be where they can be the most useful. As both of their abilities work at range 3, they can still help while remaining far enough away to not interfere with Obi-wan and Anakin’s abilities.
Tarkin hands out Locks to the Jedi, who hate using a Force to Lock. He can’t do it on the first round of the engagement but once he’s gotten someone locked, with R3 he’ll get a second potential target. This gives you some choices as to targets for you Jedi. Klick works to give the Jedi some protection at range 1 from getting shot or helps their range three shot actually connect. Likewise, he’s got an R3 to spread out who to use his ability against.
All of the ships have some ion potential. This gives you a lot of tactical flexibility as everyone hates to get ioned.
Variations
The R3 Astromechs are the most beneficial to the squad but beyond that, the remaining 23pts are flexible. You can load the Jedi up with some droids or talents. Give the V-Wings some bombs instead with “Besh.” Switch out the cannons on the Jedi, Give them a shield to start the fight with and R2-D2 to recover it with. Chopper is always fun on these two.