Rogue Review – ST-70 Assault Ship

Razor Crest

Welcome to Rogue Squadron, pilot! In this series, we will be looking at the ships you can fly in Atomic Mass Games X-Wing miniatures game. We’ll take a look at a chassis and what makes it unique along with some upgrades and squadron combos. Strap in and get ready to fly.


Lock S-Foils in Attack Position

This is the way. Welcome aboard bounty hunters. Don’t worry, your experience in X-Wing isn’t foreshadowed by the fate of the Razor Crest in the show. I’m sure you’ll be fine.

To help you stay unblown up, this ship has a hefty nine health (7 hull, 2 shields) backed up by two defense. It’s also throwing three attack dice, so those big mean looking guns sticking out of the front aren’t just for show. The dial is something of a mixed bag though. It has an impressive array of maneuver choices, including all hard turns, a full stop, T-rolls and a five K-Turn. Unfortunately, the only blue maneuvers are straights. All the straights are blue, but Y-Wings can attest to how problematic that can become, especially considering how many red maneuvers it has. Unlike Y-Wings, it doesn’t have access to an R4 astromech.

The biggest draw of the ship is the array of upgrade options. Double crew, double illicit, and double talents are all available. With no turret or rear arc built into the ship, the Gunner slot might look like the most useless slot, but fortunately, Scum has the best selection of Gunner options that don’t play off specific arcs.

One of the most unique things about this ship is the Razor Crest title itself. Aside from adding a set of linked actions, you gain the ability to get a secret illicit upgrade for free. While the impact of “for free” has less of a meaning in 2.5 than it would have in 2.0, it is still a powerful feature. First, you could have up to three illicit upgrades, which others can’t do. Second, in a tournament setting this allows you to customize your free upgrade to fit your opponent. Dealing with someone with a bunch of TIE Advanced X1’s who need to lock you? Pop on a False Transponder Codes. Facing a swarm? Throw on Overtuned Modulators so you can convert all those free focus results The Mandalorian will generate that one turn he inevitably gets surrounded. Or just use it for a Rigged Cargo Chute since it’s the most expensive upgrade you can take.


Red Five Standing By

How many ST-70’s do you need? You’re going to pay 6 to 7 squad points for this ship, which is a major portion of your squad. Are the pilots worth it? There are two generics who really aren’t.  The two named pilots are both good and have a substantial amount of Loadout points. And they are both I5, which makes them nice to fly together. If that’s worth it to you to buy two then go for it, but you’ll probably only want one.

So how do these two pilots work out?


The Mandalorian (7 pts) (I5)

Pilot Ability – While you defend or perform an attack, if you are in the Forward Arc at range 1-2 of 2 or more enemy ships, you may change 1 of your blank results to a Focus result.

  • Let’s be honest, this is the reason you bought this ship. So you’re going to fly him regardless of how good his ability is. Fortunately, it’s actually not bad.
  • Getting the ability to trigger is not something you want to do, as it goes against good tactics of trying to avoid getting focus fired. But when that does happen, it will be helpful in mitigating the damage.
  • Having access to multiple focus mods will help make use of that focus result.

Loadout Points – 28

  • Cannon, Crew, Crew, Gunner, Illicit, Illicit, Modification, Talent, Talent.
  • Yeehaw, 28 points is amazing!
  • There are so many different combinations you can get up to with this many points. We can’t even scratch the surface of the potential here.

Loadout #1 – “Bounty Hunter” (28/28)

  • Role: Hunter Killer
  • Cannon- Jamming Beam (0)
  • Crew (x2)- Jabba the Hutt (11)
  • Gunner- Greedo (1)
  • Illicit- Tracking Fob (4)
  • Modification- Mandalorian Optics (5)
  • Talent- Juke (7)
  • Title- Razor Crest (0)
    • Illicit- False Transponder Code (3)

What is Jabba doing in this list? You have no illicit upgrades he can recharge. Don’t forget the Razor Crest title gives you one for free! In this case, we’ll be adding False Transponder Codes. When Mando locks a target, he can also jam that target. Then Jabba just recharges FTC, giving you five total uses of it through out a game that generally doesn’t last more than 8 rounds. With Tracking Fob, he can lock one target from anywhere on the board, harassing them even if they aren’t his target. This also allows him to get a Lock early and then Evade when he engages to trigger Juke. In combination with Marked for Elimination, your main target won’t be able to modify the juked evade, even if they have a focus token. Additionally, he has Mandalorian Optics as another option to pick up a free lock while still evading.

Loadout #2 – “Riding Dirty” (28/28)

  • Role: Debuffer
  • Cannon- Ion Cannon (6)
  • Crew- 0-0-0 (5)
  • Crew- Qi’ra (4)
  • Gunner- Suppressive Gunner (7)
  • Illicit- Hotshot Tail Blaster (2)
  • Modification- Electronic Baffles (2)
  • Talent- Notorious (2)
  • Talent- Marg Sabl Closure (2)
  • Title- Razor Crest (0)
    • False Transponder Code (3)

This Mando isn’t playing fair. If you are at range 1, 0-0-0 is giving you a stress or Mando gets a free calculate. Notorious is giving you a strain if you shoot him and you’re in his arc. Thanks to Hotshot Tail Blaster he has two of those. Suppressive Gunner is giving you a deplete if Mando has an unused focus result to cancel, which, thanks to his ability he likely will. Marg Sabl Closure is also giving you a strain if he flies over an obstacle, which Qi’ra lets him do with no consequences. Finally, you have an ion cannon to really rub it in. And don’t forget Razor Crest to gain False Transponder Codes for a Jam. With this one, it’s important to point out one aspect of Razor Crest is that you can reveal the chosen Illicit during the System Phase. Any System Phase. So you can keep it hidden until it is most advantageous to reveal. Such as after they’ve gained a Lock. Then you reveal next turn, you can use your action to Lock them and jam away that lock, scoring two for one.

Loadout #3 – “Lone Wolf and Cub” (28/28)

  • Role: Tank
  • Cannon- Jamming Beam (0)
  • Crew- The Child (6)
  • Crew- L3-37 (4)
  • Illicit- Babu Frik (5)
  • Modification- Beskar Reinforced Plating (6)
  • Talent- Enduring (2)
  • Talent- Lone Wolf (5)
  • Title- Razor Crest (0)
    • Contraband Cybernetics (3) OR
    • False Transponder Code (3) OR
    • Overtuned Modulator (3)

This Mando is tough to take down. He’s gotta protect Grogu, can’t do that dead. Beskar, Enduring, L3-37 (pre-flip), Lone Wolf, and Mandos ability itself with The Child give him a lot of defensibility. Crits will likely not be a concern. L3 (post-flip) and Babu Frik helps clear stress when you’re not going straight.

There’s no one clear choice for your Razor Crest illicit here. All of the ones listed above are handy so tailor it to your opponent.

Loadout #4 – “This is the waaaaayyy” (27/28)

  • Role: Speed Racer
  • Cannon- Jamming Beam (0)
  • Crew- Prime Minister Almec (9)
  • Crew- Fenn Rau (6)
  • Illicit- Cloaking Device (3)
  • Modification- Burnout Thruster (6)
  • Talent- Cutthroat (2)
  • Talent- Enduring (2)
  • Title- Razor Crest (0)
    • Coaxium Hyperfuel (4)

This is more of a silly build but it has a lot of fun potential. When you’re ready to SLAM, you can trigger it after partially executing a maneuver. Then you’ll suffer a crit, triggering Enduring and allowing you to perform a red focus action, giving you a second stress. Now, you can either clear one of those with Fenn, or get the flip from Almec. From there, you’ll want to clear your stress with a blue and then Fenn. Once clear, you can take whichever red maneuver will get you into position to trigger Fenn, so you can still get an action with Almec and clear the stress when you engage with Fenn. Keep doing this until a teammate dies and you recover your SLAM charge through Cutthroat. Then SLAM around the board again.

Loadout #5 – “I Hate Droids” (28/28)

  • Role: Hunter Killer
  • Cannon- Jamming Beam (0)
  • Crew- IG-88D (3)
  • Crew- L3-37 (4)
  • Gunner- Han Solo (9)
  • Illicit- Tracking Fob (4)
  • Modification- Mandalorian Optics (5)
  • Talent-Fearless (3)
  • Title- Razor Crest (0)
    • False Transponder Code (3)

This build takes some elements from several others. It loads up on two droids, which Mando hates, hence the name. IG-88D is there to give you two calculate tokens for the price of one. That’s all he does until such a time as the Aggressor makes its way into Standard format or you’re playing Extended. With Han Solo, you can gain those two Calculates and gain a focus token every round you want. L3 gives you a defense and then helps you clear the stress Solo will give you. Meanwhile, Fearless, Mandalorian Optics, and Tracking Fob help you modify those pesky blanks.


Q9-0 (6pts) (I5)

Pilot Ability – After you fully execute an advanced maneuver, you may perform a Calculate or Barrel Roll action, even while stressed. If you do, gain 1 strain token.

  • Note, the ability does not say an action on your action bar, therefore your barrel roll after an advanced maneuver is white.
  • Getting a dice mod after a red maneuver is nice.

Loadout Points – 20

  • Cannon, Crew, Crew, Gunner, Illicit, Illicit, Modification.
  • The loss of the two talent slots, and not being a bounty hunter, means your build options will be different than Mandos.
  • 20 is still an excellent amount of loadout.

Loadout #1 – “Extreme Maneuvers” (20/20)

  • Role: Dodger
  • Cannon- Jamming Beam (0)
  • Crew- Rook Kast (11)
  • Crew- Fenn Rau (6)
  • Illicit- Contraband Cybernetics (3)
  • Title- Razor Crest (0)

These crew all mesh together nicely with Q9. If you T-roll or K-turn, you can use Q9’s ability to get a calculate and a strain. Having a strain triggers Rook Kast ability to turn a blank into a hit, so you can modify two dice, giving you good odds on three hits every attack. If you can get range one, Fenn lets you clear that stress so you can flip around again next turn.

Loadout #2 – “Hunter Killer” (20/20)

  • Role: Control
  • Cannon- Ion Cannon (6)
  • Crew- IG-88D (3)
  • Crew- Lando Calrissian (6)
  • Illicit- Cloaking Device (3)
  • Modification- Electronic Baffles (2)
  • Title- Razor Crest (0)
    • Contraband Cybernetics (3)

This Q9 leverages IG-88D for two tokens in order to spend one to trigger Lando, giving you full mods on your attack or defense. With the Cloak and a 5 K-turn he can get behind a target and then ion them. When needed, you have Contraband to turn around if stressed, while still getting your calculate action or Electronic Baffles to burn that stress in exchange for a damage.

Loadout #3 – “Droid Revolution” (20/20)

  • Role: General
  • Cannon- Autoblaster (6)
  • Crew- IG-88D (3)
  • Crew- L3-37 (6)
  • Gunner- BT-1 (2)
  • Illicit- Cloaking Device (3)
  • Illicit- Rigged Cargo Chute (4)
  • Title- Razor Crest (0)
    • False Transponder Codes (3) OR
    • Contraband Cybernetics (3)

This build out gathers together droids to seek out biological life and eradicate it. IG-88D gives you double calculates. L3 helps you clear stress. BT-2 combines with Autoblaster to punch damage through on stressed targets. Rigged Cargo gives you one more way for your opponent to get stressed and helps control objectives. With cloaking and judicious use of T-rolls and K-turns, you can get behind your targets to ensure those Autoblaster crits ignore defense.


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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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