Rogue Squadron- Fur Ship Rebels

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 low down on how best to fly it. Strap in and get ready to fly.

All Wings Report In

Auzituck Gunship “Lowhhrick” (Auzituck Expansion) (31 pts) (PS 5)

When another friendly ship at Range 1 is defending, you may spend 1 reinforce token. If you do, the defender adds 1 Evade result.

  • Elite Pilot Talent- Selflessness (Auzituck Expansion): When a friendly ship at Range 1 is hit by an attack, you may discard this card to suffer all uncanceled Hit results instead of the target ship.
  • Crew- Rey (Heroes of the Resistance Expansion):At the start of the End phase, you may place 1 of your ship’s focus tokens on this card. At the start of the Combat phase, you may assign 1 of those tokens to your ship.
  • Crew- Chopper (Ghost Expansion): You may perform actions even while you are stressed. After you perform an action while you are stressed, suffer 1 damage.

X-Wing “Biggs Darklighter”  (Original Core) (26 pts) (PS 5)

Other friendly ships at Range 1 cannot be targeted by attacks if the attacker could target you instead.

  • Astromech- R4-D6 (Rebel Transprot Expansion): When you are hit by an attack and there are at least 3 uncanceled Hit results, you may choose to cancel those results until there are 2 remaining. For each result canceled this way, receive 1 stress token.
  • Modification- Integrated Astromech (T-70/Heroes of the Resistance Expansions): When you are dealt a Damage card, you may discard 1 of your Astromech Upgrade cards to discard that Damage card.

TIE Fighter “Captain Rex”  (Sabine’s Masterpiece Expansion) (14 pts) (PS 4)

After you perform an attack, assign the “Suppressive Fire” Condition card to the defender.

  • None

 

 

 

 

 

T-70 X-Wing “Jess Pava”  (Heroes of the Resistance) (29 pts) (PS 3)

When attacking or defending, you may reroll 1 of your dice for each other friendly ship at Range 1.

  • Astromech- R2-D6 (Rebel Transprot Expansion): Your upgrade bar gains the Elite Pilot Talent upgrade icon. You cannot equip this upgrade if you already have a  upgrade icon or if your pilot skill value is “2” or lower.
  • Elite Pilot Talent- Draw Their Fire (Millenium Falcon Expansion): When a friendly ship at Range 1 is hit by an attack, you may suffer 1 of the uncanceled Crit results instead of the target ship.
  • Tech- Pattern Analyzer (Heroes of the Resistance): When executing a maneuver, you may resolve the “Check Pilot Stress” step after the “Perform Action” step (instead of before that step).
  • Modification- Integrated Astromech (T-70/Heroes of the Resistance Expansions): When you are dealt a Damage card, you may discard 1 of your Astromech Upgrade cards to discard that Damage card.

Lock S-Foils in Attack Position

Blasted Biggs, where are you?! Everywhere it seems. Long a staple of Rebel lists, Biggs Darklighter received a strong boost with the release of Lowhhrick in the Auzituck. At the same pilot skill of 5 and with the same range limitation on his ability, Lowhhrick seems specifically designed to support Biggs. Selflessness and his EPT slot further suggest a deliberate design choice.

But what makes this list work over the plethora of other Biggs + whatever lists are the sum of the whole. Captain Rex had already started to have an impact on Biggs lists with his Suppressive Fire effect. He doesn’t play much of a role in the first round but afterward, your opponent’s biggest damage dealer is suddenly less of a threat.

Jess Pava then steps in as an added safety net for Biggs and as the squad’s best offensive ship. With three free rerolls as long as they hold formation Jess can maintain consistent damage. She also serves as up to four bonus shields (three shields plus IA) for Biggs if he is in danger from crits. If there are not consistent crits, she can trigger Draw Their Fire once, cancel the damage with Integrated Astromech and emerge unscathed.

An older version of this list, Fair Ship Rebels, had an ARC-170 in the slot Lowhhrick now holds. I think the 180 degree arc provided by the Auzituck is more useful than the rear arc of the ARC. Lowhhrick can’t turn around but the rest of the squad can, meaning they can still turn around to engage something following you. And the 180 arc makes it really hard for anyone approaching you to arc dodge. In fact, when I flew against this list with my Scurgg of Miranda, I tried to SLAM Miranda out of arc but couldn’t escape Lowhhrick. He killed Miranda, range 3, with a lucky two hits and a Direct Hit crit thanks to Rey’s focus.

Despite that, arc dodging this list is still possible. They are all fairly low PS. And because you want to stay in a tight formation, AOE effects are dangerous. Such as bombs, which are pretty popular these days.

Variations

There are lots of crew combinations you could play with for Lowhhrick. Switching Rey for Jan Ors is the simplest but would cost you some offense. Dropping Pattern Analyzer on Jess and Chopper would allow you to take both. Or instead of Jan, you could add a Tactician to add in a little control element to the list. Jyn also has some potential, with Experimental Interface, but that makes you more predictable due to needing to clear stress and drains a lot more of your points.

Giving Biggs some regen also has potential. Losing Pattern Analyzer on Jess is enough to upgrade R4-D6 to R5-P9 or shave one more point for R2-D2. Biggs will most likely live long enough to make the points from R2-D2 worthwhile.

The following two tabs change content below.

Wayne Basta

Editor-in-Chief at d20 Radio
Wayne is the managing editor of d20 Radio's Gaming Blog. He also writes Sci-fi, . If you enjoy his work, you can support him on Patreon.

Latest posts by Wayne Basta (see all)