Rogue Squadron- Republic Misfits
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)
V-19 Torrent “Kickback” (36 pts) (I4)
After you perform a Barrel Roll action, you may perform a red Lock action.
- Missile- Concussion Missile: Charges 3. Attack (Forward Arc, 3, range 2-3) Spend 1 Charge. After this attack hits, each ship at range 0-1 of the defender exposes 1 of its damage cards.
Royal Naboo N-1 “Anakin Skywalker” (56 pts) (I4)
Before you reveal your maneuver, you may spend 1 Force to barrel roll (this is not an action).
Full Throttle: After you fully execute a speed 3-5 maneuver, you may perform an Evade action.
- Sensor- Fire Control System: While you perform an attack, if you have a lock on the defender, you may reroll 1 attack die. If you do, you cannot spend your lock during this attack.
- Torpedo- Proton Torpedo: Charges 2. Attack (Forward Arc, 4, range 2-3) Spend 1 Charge. Change 1 Hit result to a Crit result.
Delta-7 Aethersprite “Mace Windu” (51pts) (I4)
After you fully execute a red maneuver, recover 1 Force.
Fine-tuned Controls: After you fully execute a maneuver, you may spend 1 to perform a Boost or Barrel Roll action.
- Astromech- R4 Astromech: Decrease the difficulty of your speed 1-2 basic maneuvers.
- Configuration/Modification- Calibrated Laser Targeting: While you perform a primary attack, if the defender is in your Bullseye, add 1 Focus result.
BTL-B Y-Wing “Matchstick” (56 pts) (I4)
While you perform a primary or Turret attack, you may reroll 1 attack die for each red token you have.
Plated Hull: While you defend, if you are not critically damaged, change 1 to a result.
- Astromech- C1-10P: Charge 2
- C1-10P: Setup: Equip this side face up. After you execute a maneuver, you may spend 1 Charge to perform a red Evade action, even while stressed. During the End Phase, if this card has 0 active Charges, flip it.
- C1-10P (Erratic): After you execute a maneuver, you must choose a ship at range 0-1. It gains 1 jam token.
- Gunner- Clone Commander Cody: After you perform an attack that missed, if 1 or more Hit/Crit results were neutralized, the defender gains 1 strain token.
- Turret- Dorsal Turret: Adds Rotate. Attack (Mobile Arc, 2, range 1-2).
Lock S-Foils in Attack Position
This list takes pieces from most of the currently available Republic ships. Each does well operating independently, something some of the ships struggle with in this faction. Kickback in particular is one of the few V-19s that works completely on his own. He brings a set of Concussion Missiles to the party and will want to fire last, or at least after someone else has put a damage card on his Locked ship. With his ability, he can reposition with a barrel roll and then get his Lock, letting him fit in with Anakin and Mace. In fact, all these ships can reposition and get modifications. Kickback barrel roll into Lock. Matchstick, barrel is red which triggers a reroll for him. Anakin’s funky special barrel roll and Mace with Fine Tuned Controls. That’s an unusual place for many of these ships to be in. Not exactly aces but at I4, at least the potential to pretend like they are.
Anakin is your heavy hitter with his proton and Kickback make for a good follow-up shot. He’ll be slippery thanks to his pre-move barrel roll. Mace does Jedi things and makes a great end game ship if they ignore him for the guys with the ordnance.
Matchstick brings up the rear and is just an oddity. He can be fairly defensive early on with his red evade but still get mods from his ability. After Chopper triggers, he’s hoping to pass out jams but if he has to jam himself it’s no big deal. He can still reroll if he’s stressed. Any time he misses, as long as its not blanks, Cody helps him cause discord with passing out strain. This means you’ll probably want to have him shoot first every round.
Variations
Concussion Missile is easily interchangeable with Mag-Pulse Warhead as is FCS for Passive Sensors.
You could trade Proton and FCS for Delta-7B on Mace if that’s your preference.
You have one point available so you could drop Cody in exchange for Ion Cannon Turret and some other two point upgrade. Or switch him out for Debris Gambit. Doesn’t stress him to trigger his ability, but he could get an evade and then still be able to take a regular action, possibly barrel roll for that red token.