Rogue Squadron – Wrath of the Holographic Blackout

Published by Wayne on

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 and then give you the lowdown on how best to fly it. Strap in and get ready to fly.


All Wings Report In

TIE/wi Whisper  “Wrath” (53 pts) (I5)

After you perform a Bullseye attack, if you have 1 or more non-lock red or orange tokens, you may perform a bonus attack against a different target.

  • Chassis Ability- Heavy Weapon Turret
    • You can rotate your Mobile Arc indicator only to your Front or Rear. You must treat the Front Arc requirement of your equipped Missile upgrades as Mobile Arc.
  • Configuration- Enhanced Jamming Suite
    • Adds Focus –> Jam, Barrel Roll –> Jam, Booster –> Jam, Jam
    • While you jam, you can choose yourself or another friendly ship.
    • While you defend, if the attacker has no green tokens or there is a jammed ship in the attack arc, you may roll 1 additional defence die.

TIE/ba Interceptor “Holo” (53 pts) (I5)

At the start of the Engagement Phase, you must transfer 1 of your tokens to another friendly ship at range 0-2.

  • Chassis Ability- Fine-Tuned Thrusters
    • After you fully execute a maneuver, if you are not depleted or strained, you may gain 1 deplete or strain token to perform a Boost or Barrel Roll action.
  • No Upgrades

TIE/fo Fighter “Commander Malarus” (33 pts) (I5)

At the start of the Engagement Phase, you may spend 1 Charge and gain 1 stress token. If you do, until the end of the round, while you defend or perform an attack, you may change all of your Focus results to Hit or Evade results.

  • No Chassis Ability
  • No Upgrades

TIE/vn Silencer “Blackout” (61 pts) (I5)

While you perform an attack, if the attack is obstructed by an obstacle, the defender rolls 2 fewer defense dice.

  • Chassis Ability- Autothrusters Sensitive Controls
    • After you perform an action, you may perform a Boost or Barrel Roll action.
    • During the System Phase, you may perform a Boost or Barrel Roll action.
  • Configuration- Sensitive Controls
    • Replace your Autothrusters ability with Sensitive Controls.

Lock S-Foils in Attack Position

This is a list of four I5’s that fit perfectly together at exactly 200 points without any (non-zero cost) upgrades. As I5’s, they can each function independently, trying to maneuver for an advantageous position. Blackout and Holo, will do the best dancing around and avoiding arcs (especially if you opt not to take Sensitive Controls). They are also your heavy hitters with three dice attack. Malarus is your wild card, able to get up close and be ready with a Glitterstim to aid his defense/offense. He can make himself a target sometimes to take the pressure off others. Wrath wants to flit around and get jam on everything, striving to get those juicy bullseye attacks. He can be unpredictable thanks to the option to fire out of his back.

There is also some odd support. Holo must pass a token. If he gives himself a strain after a reposition, he can transfer that to Wrath, who can now trigger his second attack. You wouldn’t want to do this with deplete, as the act of firing the Bullseye shot will clear the deplete, preventing him from getting his second attack. Depletes are useful if there is a ship that won’t have a shot or just to give to the TIE/fo who is less likely to hit anything.


Variations

Sensitive Controls is entirely optional for Blackout. I like it on him as it allows him to face an obstacle to shoot through for his ability, and then system phase barrel roll away from it so he doesn’t need to fly through it. But double reposition at I5 is also very good, so it is entirely preference. Enhanced Jamming Suite has no reason to be removed.


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