Rogue Squadron- Sith Infiltrator Guide

Welcome to Rogue Squadron, pilot! In this series, we will be looking at the ships you can fly in Fantasy Flight 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

The Sith Infiltrator was one of those ships that has always been canon but we never really saw or knew much about. It never fights and I’m not actually sure if we ever see it fly or just sit on the ground behind Darth Maul on Tatooine.  But we somehow all knew it had a cloaking device.

This bit of trivia carries over into X-Wing with our first large base decloaking ship. And right off the bat, I will say, decloaking a large base is more trouble than it’s worth. You can use it to cover some distance but you need to time your decloak just right otherwise you’re going too fast. Decloaking to the side isn’t too bad though. In the end, the decloak mechanic is more a gimmick than a solid core of the ship. It’s useful in the beginning since you can start cloaked and then decloak to rocket across the board but you’ll rarely use it beyond that (especially since Cloak is a red action).

As for the ship itself, on first glance, it feels a lot like the 1.0 Firespray. Large base, lots of upgrade choices, 10 health. However, unlike the 1.0 Firespray, it comes with double crew slots and a built-in barrel roll. That double crew, combined with multiple Sith pilots, makes the ship into something far more lethal. And despite only one defense die, surprisingly survivable with the right builds.

The dial allows the ship to be maneuverable with access to all basic maneuvers except five straight. Hard turns are red but it has seven blue options to clear the stress. For turning around, speed 2 s-loops and a 5 k-turn give are excellent choices. The 5 K is quite valuable on a large base, though you do need to be careful when judging your distance as you’ll cover a good chunk of the board.

On an irrelevant note, it actually has s-foils to lock in, unlike most ships.


Red Five Standing By

The Sith Infiltrator comes with 4 different pilots. Below I’ve ranked them along with some notes on them.

  1. Darth Maul (I5)
    1. With three Force at I5, Darth Maul, is a force (pun intended) to be reckoned with.
    2. Unless you’re fighting a swarm, you won’t use his ability as often as you’d like.
    3. Hate is his best friend. And very thematic.
  2. Count Dooku (I3)
    1. If your opponent has one attacker with a higher initiative than you and one below, he can get up to some cloaking shenanigans. Starting cloaked, high init shoots him, he rolls three defense dice then uses his ability to remove the cloak token. He fires, uses his ability to take the Cloak action and still roll three defense dice when the lower Init ship fires on him.
    2. This essentially gives him Advanced Cloaking Device from 1.0. Best choice for using the title.
  3. O-66 (I3)
    1. A droid pilot next to the two lead Sith.
    2. His ability is useful for a middling pilot. Take Calculate, get shot at and if you don’t need the Calculate on defense, exchange it for a Lock for your attack. Or, if you have the title, Jam to remove a pesky Evade token or Lock before the next ship in line lobs some ordnance at you.
  4. Dark Courier (I2)
    1. Your generic pilot for the ship. Nice and cheap if you ever wanted to spam them or use it as pure support.

All Wings Report In

What’s the ideal number of Sith Infiltrators to buy? One but two is a lot of fun as well.  That’s a very specific style of list but most times you’ll fly one in conjunction with other things. They are cheap enough you could even fly three together but then you’re really limited on upgrades.


Lords of the Sith

  • Darth Maul
    • General Grievous
    • Hate
  • Count Dooku
    • Hate
    • Scimitar
    • Chancellor Palpatine
    • DRK-1 Probe Droid
  • 2x Trade Federation Drone

Your two Drones are there as fodder and nothing more. They’re more valuable than forty more points of upgrades on the Infiltrators and two is better than one low level Belbullab-22. They’re also great for recharging General Grievous on Maul.

Maul’s your hammer, Dooku’s your bait. He can use cloak shenanigans to be evasive or the DRK droid to serve some Jam. Palpatine and four total Force means he could cause some stress mayhem if your opponent’s not careful.


Execute Order 66

  • O-66
    • General Grievous
    • GNK “Gonk” Droid OR Scimitar + DRK-1 Probe Droid
    • Kraken OR TA-175
  • 5x Trade Federation Drone
    • Energy Shell Charges

This is your classic drone swarm with tactical support. When TA-175 comes out, and if the points allow, he’ll work great with this group, giving everyone extra Calculates. Though Kraken isn’t bad either, allowing O-66 to bank a calculate to use for a bonus action later. He can either use a Gonk droid to heal himself or dish out Jam with the Scimitar/DRK combo.


Maul’s Swarm

Posted this one a few weeks ago.


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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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