Rogue Squadron- No Tokens for You!

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 “Poe Dameron” (TFA Core) (41 pts) (PS 10)

When attacking or defending, if you have a focus token, you may change 1 of your Focus results to a Hit or Evade result.

  • Astromech- R2-D2 (Original Core): After executing a green maneuver, you may recover 1 shield (up to your shield value).
  • Elite Pilot Talent- Veteran Instincts (Millennium Falcon/Slave-1/Shadowcaster/Sabine’s TIE Expansions): Increase your pilot skill value by 2.
  • Tech- Advanced Optics (Resistance Bomber/TIE Silencer Expansions): You cannot have more than 1 focus token. During the End phase, do not remove an unused focus token from your ship.
  • Title– Black One (Heroes of the Resistance Expansion): After you perform a boost or barrel roll action, you may remove 1 enemy target lock from a friendly ship at Range 1. You cannot equip this card if your pilot skill is “6” or lower.
  • Modification- Autothrusters (StarViper/TIE Silencer Expansions): When defending, if you are beyond Range 2 or outside the attacker’s firing arc, you may change 1 of your blank results to an Evade result. You can equip this card only if you have the Boost action icon.

X-Wing “Wes Janson” (Rebel Transport Expansion) (31 pts) (PS 10)

After you perform an attack, you may remove 1 focus, evade, or blue target lock token from the defender.

  • Astromech- Flight Assistance Astromech (Phantom II Expansion): You cannot attack ships outside your firing arc. After you execute a maneuver, if you did not overlap a ship or obstacle and there are no enemy ships inside your firing arc at Range 1-3, you may perform a free boost or barrel roll action.
  • Elite Pilot Talent- Veteran Instincts (Millennium Falcon/Slave-1/Shadowcaster/Sabine’s TIE Expansions): Increase your pilot skill value by 2.
  • Modification- Integrated Astromech (Heroes of the Resistance/T-70 X-wing Expansions): X-Wing Only. When you are dealt a Damage card, you may discard 1 of your Astromech Upgrade cards to discard that Damage card.

Sheathipede Shuttle “Fenn Rau” (Phantom II Expansion) (27 pts) (PS 8 or 10)

When an enemy ship inside your firing arc at Range 1-3 becomes the active ship during the Combat phase, if you are not stressed, you may receive 1 stress token. If you do, that ship cannot spend tokens to modify its dice when attacking this round.

  • Astromech- Flight Assistance Astromech (Phantom II Expansion): You cannot attack ships outside your firing arc. After you execute a maneuver, if you did not overlap a ship or obstacle and there are no enemy ships inside your firing arc at Range 1-3, you may perform a free boost or barrel roll action.
  • Crew- HotShot Co-Pilot (Heroes of the Resistance Expansion): When attacking with a primary weapon, the defender must spend 1 focus token if able. When defending, the attacker must spend 1 focus token if able.
  • Elite Pilot Talent- Adaptability (Mist Hunter Expansion): 
    • Side A: Increase your pilot skill value by 1.
    • Side B: Decrease your pilot skill value by 1.
  • Modification- Pulse Ray Shield (C-ROC/Guns for Hire Expansions): During the End phase, you may receive 1 ion token to recover 1 shield (up to your shield value). You can equip this card only if your shield value is “1.”

Lock S-Foils in Attack Position

Fenn Rau is all the rage these days. His ability to deny someone the ability to spend their tokens for one attack, combined with a high pilot skill, cheap price, a dual arc and a crew slot to carry a Hotshot Co-Pilot make him a real pain to fly against. Combined with Wes Janson you can really mess up a squad that is not prepared for you.

Fenn typically fires first, forcing your opponent to spend their focus token.  With two dice he likely misses but he’s not here to do damage. Wes follows up. He forces your opponent to spend any Evade tokens either through hits or using his ability. If he doesn’t strip an Evade, he can strip a target lock. Poe wraps things up with strong modification against a tokenless target. And don’t forget Poe could have also stripped another TL with Black One earlier. All told, you can strip three tokens before your enemy ever gets to fire.

Wes is your weak link. He’s an X-wing and dies quickly. Fenn also isn’t super defensive but he at least has the option to regenerate a shield should the opportunity present itself. Poe is, well, Poe. He really doesn’t want to face this identical list but other than that, he’ll do okay.

Variations

You have one spare point so you can easily switch Adaptability out on Fenn for VI so he can be PS 11. That would let him shoot first. You could also drop Pulse Ray Shield and knock Poe up to PS11 but then Wes is shooting last. You want Wes shooting before Poe to guarantee there are no Evade tokens messing with Poe’s shot. If you really want to get wacky you can switch out Wes to Wedge for less token manipulation and more firepower, all at PS 11.

You could also consider switching Fenn’s Flight Assist Astromech out for an R2 Astromech. Then he can regen a shield with PRS but still clear a stress when the ion makes him go one forward. He loses his FAA insurance for ensuring someone is in his arc though.

 

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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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