Rogue Squadron – Trip 70

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

T-70 X-Wing “Snap Wexley”  (Heroes of the Resistance Expansion) (33 pts) (PS 8)

After you execute a 2-, 3-, or 4-speed maneuver, if you are not touching a ship, you may perform a free boost action.

  • Astromech- BB-8 (TFA Core): When you reveal a green maneuver, you may perform a free barrel roll action.
  • Elite Pilot Talent- Veteran Instincts (Millenium Falcon/Slave-1/Sabine’s TIE/Shadowcaster Expansions): Increase your pilot skill value by 2.
  • Title- Black One (Heroes of the Resistance Expansion): After you perform a boost or barrel roll action, you may remove one enemy target lock from a friendly ship at Range 1. You cannot equip this card if your pilot skill is “6” or lower.
  • Tech– Primed Thrusters (Heroes of the Resistance Expansion): Stress tokens do not prevent you from performing boost or barrel roll actions unless you have 3 or more stress tokens.
  • 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.

T-70 X-Wing “Nien Nunb”  (Heroes of the Resistance Expansion) (35 pts) (PS 7)

When you receive a stress token, if there is an enemy ship inside your firing arc at Range 1, you may discard that stress token.

  • Astromech- R3-A2 (Rebel Transport): When you declare the target of your attack, if the defender is inside your firing arc, you may receive one stress token to cause the defender to receive one stress token.
  • Elite Pilot Talent- Snap Shot (Heroes of the Resistance/Upsilon Shuttle Expansions): After an enemy ship executes a maneuver, you may perform this attack against that ship.
    • Attack (2, Range 1): Attack one ship. You cannot modify your attack dice and cannot attack again this phase.
  • Tech– Pattern Analyzer (Heroes of the Resistance Expansion): 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.

T-70 X-Wing “Blue Ace”  (TFA Core) (32 pts) (PS 5)

When performing a boost action, you may use the 1 Hard template.

  • Astromech- R7-T1 (E-Wing Expansion): Action: Choose an enemy ship at Range 1-2. If you are inside that ship’s firing arc, you may acquire a target lock on that ship. Then, you may perform a free boost action.
  • Tech– Pattern Analyzer (Heroes of the Resistance Expansion): 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

The game is called X-wing. Sadly, we don’t see X-wings on the table very much; unless they are named Poe Dameron or Biggs Darklighter. But a lot of the other pilots have fun abilities. This list is a look at a few of the T-70 pilots.

No one is ever using a target lock against Snap. Between his free boost, BB-8’s free barrel roll and primed thrusters allowing him to take those actions even when stressed, he can almost always use the Black One title to clear a target lock off himself or an ally. He is also incredibly slippery at PS 8 with double repositioning.  It would be great if he had green hards or even just hard ones, but you can’t have everything.

Nien Nunb can fill two rolls with this setup: control and arc dodger. With R3-A2 he can dish out stress and if he keeps his target at range one does not take any himself. With Snap Shot he can potentially double stress a ship. His ability allows him to make good use of his Talon rolls and k-turns to get behind his targets and then immediately clear his stress. With pattern analyzer, he even has the option to boost after turning around to ensure he gets into range 1.

Blue Ace is a lot of fun to fly. Boosting with hard turns can put you in a lot of unexpected positions. With the added benefit of R7-T1, you don’t have to miss out on attack modification. PS 5 is the main drawback as it’s hard to out maneuver in the middle of the pilot skill range.

All three pilots suffer the usual drawbacks of X-wings: two defense dice. Unlike many X-wing squadrons, you don’t want to rely on jousting with this list. Take advantage of your repositioning options and attempt and envelopment for the first engagement. One of your ships will get nuked, but then the other two are in good positions to cause some mayhem.

Variations

As this is a three X-wing squadron, there were several different pilots I considered. Red Squadron Veterans with PTL, Vectored Thrusters, Pattern Analyzer and R2 Astromech is a lot of fun but can’t take full advantage of those options at PS4. For this list specifically, you don’t have many points you could easily switch out without losing something else.

For a probably more competitive build you could replace Blue Ace with Jess Pava with M9-G8. She makes a strong third ship.

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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.

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