Rogue Squadron- Rogue Squadron (finally)

Published by Wayne on

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 – Chopper (2)
      • Action: Spend 1 non-recurring from another equipped upgrade to recover 1 shield.
      • Action: Spend 2 shields to recover 1 non-recurring on an equipped upgrade.
    • Configuration – Servomotor S-Foils (0)
      • Closed
        • Adds Boost, Focus –> Boost
        • While you perform a primary attack, roll 1 fewer attack die.
        • Before you activate, you may flip this card.
      • Open
        • Before you activate, you may flip this card.
    • Modification – Electronic Baffles (2)
      • During the End Phase, you may suffer 1 Hit damage to remove 1 red token.
    • Talent – None (-)
    • 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.
    • Torpedo – Proton Torpedoes (12)
      • Charges: 2
      • Munitions, Range 2-3, Forward Arc
      • Attack (4, Lock): Spend 1 Charge. Change 1 Hit result to a Crit result.

T-65 X-Wing “Corran Horn” (5 pts) (I5)

  • Pilot Ability 
    • After you declare the defender of an attack, if you have a lock on the defender, a friendly ship may transfer their lock token from you to the defender.
  • Ship Ability – None
  • Loadout (18/18)
    • Astromech – R3 Astromech (4)
      • You can maintain up to 2 locks. Each lock must be on a different object.
      • After you perform a action, you may acquire a lock. Spend 2 shields to recover 1 non-recurring on an equipped upgrade.
    • Configuration – Servomotor S-Foils (0)
      • Closed
        • Adds Boost, Focus –> Boost
        • While you perform a primary attack, roll 1 fewer attack die.
        • Before you activate, you may flip this card.
      • Open
        • Before you activate, you may flip this card.
    • 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.
    • Torpedo – Proton Torpedoes (12)
      • Charges: 2
      • Munitions, Range 2-3, Forward Arc
      • Attack (4, Lock): Spend 1 Charge. Change 1 Hit result to a Crit result.

T-65 X-Wing “Wes Janson” (5 pts) (I5)

  • Pilot Ability 
    • Charges: 1 (Reoccuring)
    • After you perform an attack, you may spend 1 Charge to assign the defender 1 jam token.
    • After you defend, you may spend 1 Charge to assign the attacker 1 jam token.
  • Ship Ability – None
  • Loadout (15/15)
    • Astromech – None (-)
    • Configuration – Servomotor S-Foils (0)
      • Closed
        • Adds Boost, Focus –> Boost
        • While you perform a primary attack, roll 1 fewer attack die.
        • Before you activate, you may flip this card.
      • Open
        • Before you activate, you may flip this card.
    • Modification – Munitions Failsafe (1)
      • While you perform a Torpedo or Missile attack, after rolling attack dice, you may cancel all dice results to recover 1 Charge  you spent as a cost for the attack.
    • 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.
    • Torpedo – Proton Torpedoes (12)
      • Charges: 2
      • Munitions, Range 2-3, Forward Arc
      • Attack (4, Lock): Spend 1 Charge. Change 1 Hit result to a Crit result.

RZ-1 A-Wing “Tycho Celchu” (4 pts) (I5)

      • Pilot Ability 
        • While you have 2 or fewer stress tokens, you may perform actions, even while stressed.
      • Ship Ability – Vectored Thrusters Vectored Cannons

        • After you perform an action, you may perform a red Boost action.
        • During the System Phase, you may perform a red Boost or red Rotate action. You can rotate your indicator only to your Front or Rear arcs.
      • Loadout (14/14)
        • Cannon – Heavy Laser Cannon (4)
          • Range 2-3, Bullseye Arc
          • Attack (4): After the Modify Attack Dice step, change all Crit results to Hit results.
        • 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.
        • Talent – Trickshot (4)
          • While you perform an attack that is obstructed by an obstacle, roll 1 additional attack die.

Lock S-Foils in Attack Position

This series is named after the famous X-Wing squadron from Star Wars Legends lore, Rogue Squadron. We lost several of these pilots in the transition from 1.0 to 2.0 versions of the game so it is good to see them returning. What’s even better is Corran Horn is finally in an X-Wing. Still doesn’t have a force point but whatever.

Is this a super competitive squad? It is all I5’s and I6’s. It’s got three proton torpedoes. It’s got potential for double mods. I wouldn’t say it’s S-tier but its definitely not bottom trash. Wedge is Wedge. Nothing new here.  I went with Chopper/Elusive/Baffles combo for some trickiness but you could easily do several build options for him. Wes brings a bit of control to the board by letting you jam. He can either choose to fire on a target you really want jammed (such as someone with a lock and a loaded torpedo) or if he gets initiative shot, jam away the focus they didn’t need to use to shoot him, making your retaliatory strike stronger.

Corran provides you with your group alpha strike. When you start the game, everyone locks Corran. Then when you reach engagement, Corran can get two locks with R3. That gives him two targets to choose from for his torpedo and for the rest of the squad to transfer their lock too. Meanwhile, Tycho is your wild card. In an A-Wing, he’s a great objective runner. With his Vectored Cannons, Cluster Missiles and HLC, he is a threat from multiple angles. He gets you into Bullseye through a rock, get wrecked.

The squads biggest weakness is they are mostly in X-Wings. We’ve all seen X-Wings get chewed to pieces in one bad round because of the fickle two green dice. As I5’s they can outmaneuver lower initiative stuff but that also costs them their big offensive push. And you do only have four ships, when five is more ideal for handling objectives.


Loadout Variations

Wedge has some tricks with Chopper/Elusive/Baffles but there are a lot of ways to build him. He often is the focus of attacks, so you could R2-D2 + Shield Upgrade and Elusive. Or give him an R3 astromech for action efficiency.


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