{"id":17689,"date":"2019-07-10T07:00:18","date_gmt":"2019-07-10T12:00:18","guid":{"rendered":"http:\/\/www.d20radio.com\/main\/?p=17689"},"modified":"2019-07-17T09:14:05","modified_gmt":"2019-07-17T14:14:05","slug":"rogue-review-x-wing-wave-4","status":"publish","type":"post","link":"https:\/\/www.d20radio.com\/main\/rogue-review-x-wing-wave-4\/","title":{"rendered":"Rogue Review- X-Wing Wave 4"},"content":{"rendered":"<p>A new wave is upon us! We also had a point change. Let&#8217;s take a\u00a0look at what it brings to the game.<\/p>\n<h3>General Upgrades<\/h3>\n<ul>\n<li><strong>Angled Deflectors (Modification) (Variable by agility)<\/strong>\n<ul>\n<li><em>Adds White Reinforce. Removes 1 Shield. Small\/Medium Base, requires 1 shield.<\/em><\/li>\n<li>This is the first variable cost upgrade that works in reverse order, getting cheaper for higher agility pilots. Which is appropriate as Reinforce isn&#8217;t very good beyond agility 0 or 1.<\/li>\n<li>Meta shifting? Some people think this will break the game and are bemoaning how broken this will be. It&#8217;s not. You lose a shield and gain a new action to take. Reinforce isn&#8217;t 1.0 broken, you&#8217;re still taking at least one damage each attack that hits. Most ships are better off with a shield upgrade. There is some potential for abuse with Resistance and Amilyn Holdo.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Autoblasters (Cannon) (2pts)<\/strong>\n<ul>\n<li><em>Attack (2, Range 1-2)<strong>:<\/strong> If the defender is in your Bullseye, roll 1 additional die. During the Neutralize Results step, if you are not in the defender&#8217;s Forward Arc, Critical\u00a0results do not cancel\u00a0results.\u00a0<\/em><\/li>\n<li>This retains\u00a0the unblockable damage from 1.0 but with more 2.0 restrictions. Only Crits and only out of front arc. Though the odds of rolling a crit are decent if you can get bullseye at range 1 since you&#8217;ll be rolling 4 dice. Pairs nicely with Marksmanship.<\/li>\n<li>Meta shifting? Probably not.\u00a0 Unless you get Bullseye they&#8217;re just a 2 dice attack with a 12.5% chance of being able to ignore evade results.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Delayed Fuse (Modification) (1pt)<\/strong>\n<ul>\n<li><em>After you drop, launch or place a bomb or mine, you may place 1 fuse marker on that device.<\/em><\/li>\n<li>Drop a bomb and keep it from detonating this round. Anyone can have Nym&#8217;s ability, at least for a round,<\/li>\n<li>Meta shifting? This could be used to devastating effect. It could shift the way we all have to deal with devices. But I don&#8217;t think it will make bombs uber or anything.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Diamon-Boron Missiles (Missile) (6pts)<\/strong>\n<ul>\n<li><em><strong>Attack (3, range 2-3):<\/strong> Charges: 3. Spend 1 Charge<i class=\"xwing-miniatures-font xwing-miniatures-font-charge\"><\/i>. After this attack hits, you may spend 1 Charge<i class=\"xwing-miniatures-font xwing-miniatures-font-charge\"><\/i>. If you do, each ship at range 0-1 of the defender with agility equal to or less than the defender&#8217;s rolls 1 attack die and suffers 1 Hit<i class=\"xwing-miniatures-font xwing-miniatures-font-hit\"><\/i>\/Crit<i class=\"xwing-miniatures-font xwing-miniatures-font-crit\"><\/i> damage for each matching result.<\/em><\/li>\n<li>AOE missiles are back. But with typical 2.0 balance this time. To trigger the AOE it requires spending an extra charge and is only a 50\/50 chance it will hit. And there&#8217;s agility restrictions. No shooting a Decimator and splashing damage onto the TIE escorts.<\/li>\n<li>Meta shifting? Probably not. This has a place as a swarm counter, where all ships are going to have the same agility. Especially good against Vultures with their two agility. But it&#8217;ll never become Harpoon Missiles.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Electro-Proton Bomb (Device) (14pts)<\/strong>\n<ul>\n<li><em>Charge: 1.\u00a0During the System Phase, you may spend 1 Charge<i class=\"xwing-miniatures-font xwing-miniatures-font-charge\"><\/i>\u00a0to drop an Electro-Proton Bomb with the 1 straight<i class=\"xwing-miniatures-font xwing-miniatures-font-straight\"><\/i> template. Then place 1 fuse marker on that device.\u00a0 This card\u2019s Charge<span id=\"selectionBoundary_1562072706204_5797007090657815\" class=\"rangySelectionBoundary\" style=\"line-height: 0; display: none;\"><\/span><span id=\"selectionBoundary_1562072722004_4260263356122509\" class=\"rangySelectionBoundary\" style=\"line-height: 0; display: none;\"><\/span><i class=\"xwing-miniatures-font xwing-miniatures-font-charge\"><\/i> cannot be recovered. At the end of the Activation Phase this device detonates. When this device detonates, each ship at range 0\u20132 rolls 4 attack dice. Each ship loses 1 shield for each blank result, gains 1 ion token for each Hit\/Crit<i class=\"xwing-miniatures-font xwing-miniatures-font-hit\"><\/i>\u00a0result, and gains 1 disarm token for each Focus <i class=\"xwing-miniatures-font xwing-miniatures-font-crit\"><\/i>result.<\/em><\/li>\n<li>This bomb is rather ridiculous. It&#8217;s the first bomb with a range of 2. While it doesn&#8217;t have guaranteed damage, it will do something to everything it hits (unless they have no shields already).<\/li>\n<li>Meta shifting?\u00a0 Probably not. It only has one charge, is unique, can&#8217;t be reloaded, takes two bomb slots, has a fuse delay and costs 14pts. It could cause some trouble in the right hands but will require a fair amount of skill to pull off.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Passive Sensors (Sensor) (3pts)<\/strong>\n<ul>\n<li><em>Charge: 1 (Reoccurring)<\/em>.<em> Action: Spend 1 Charge. You can only perform this action in your Perform Action step. While your <\/em>Charge<em>\u00a0is inactive, <\/em>you cannot be coordinated<em>. Before you engage, if your <\/em>Charge<em>\u00a0is inactive, you may perform a Calculate\u00a0or Lock\u00a0action.<\/em><\/li>\n<li>The answer to low Init ships getting Locks for their ordnance on the first engagement. Unfortunately, most heavy ordnance carriers (TIE Bombers, K-Wings, most Hyena Bombers) don&#8217;t have sensor slots.<\/li>\n<li>Ships that can&#8217;t Lock can now use this to Lock. Only means TIE Phantoms and Lambda&#8217;s currently\u00a0but that could be a big deal. Phantoms can be scary and Passive Sensors is cheap. Lambda&#8217;s could use Director Krennic now with no need to take Tarkin.<\/li>\n<li>Meta shifting? Maybe. Generic ordnance carriers (w\/ Sensor slot) can make use of more ordnance. Ships without Lock can now Lock. These things could have an impact.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Plasma Torpedo (Torpedo) (9pts)<\/strong>\n<ul>\n<li><em><strong>Attack (3, range 2-3):<\/strong> Charge: <\/em>2.<em> Spend 1 Charge. During the Neutralize Results step, Crit\u00a0<\/em>results are cancelled<em> before Hit\u00a0results. After the attack hits, the defender loses <\/em>1<em> shield.<\/em><\/li>\n<li>It&#8217;s important to understand how this torp works. If it hits, the target loses a shield\u00a0<em>THEN<\/em>\u00a0damage is applied. That&#8217;s the opposite of 1.0. This makes the shield removal way better. Now, if you fire this at a ship with a single shield, you&#8217;re not wasting its ability.<\/li>\n<li>Meta shifting? Eh, it&#8217;s a 9pt torpedo that\u00a0<em>could<\/em> do four damage. But only against shielded targets and its only a 3 dice attack. Probably only useful on some 2 dice attack ships.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3>Republic<\/h3>\n<ul>\n<li><strong>Naboo Royal N-1 Starfighter<\/strong>\n<ul>\n<li>My hottake is that\u00a0it feels a little too expensive for a two attack, two agility, ship.<\/li>\n<li>Padme and her Handmaidens could be trouble and Double Barrel Roll Anakin should be fun.<\/li>\n<li>Four Bravo Squadron pilots with Proton Torpedoes and Passive Sensors could be a good alpha strike, if they can live long enough to fire their opening barrage.\u00a0<span id=\"selectionBoundary_1562076103882_8419667128636563\" class=\"rangySelectionBoundary\" style=\"line-height: 0; display: none;\"><\/span><\/li>\n<li>Meta shifting?\u00a0Certainly. Republic choice of ships rose by 33%. That&#8217;s going to have an impact on their play.<\/li>\n<\/ul>\n<\/li>\n<li><strong>R2-A6 (Astromech) (6pts)<\/strong>\n<ul>\n<li><em>After you reveal your dial, you may set your dial to a maneuver of the same bearing of a speed 1 higher or lower.<span id=\"selectionBoundary_1562075238021_9463375781947405\" class=\"rangySelectionBoundary\" style=\"line-height: 0; display: none;\"><\/span><\/em><\/li>\n<li>Any Republic pilot with an astromech slot can almost gain\u00a0TIE Advanced x1 pilot Ved Foslo&#8217;s ability. Important distinction though, Ved allows you to &#8220;execute&#8221; a maneuver, but R2-A6 allows you to &#8220;set your dial&#8221;. So no pulling off maneuvers that aren&#8217;t normally on your dial.\u00a0<span id=\"selectionBoundary_1562075615425_6456961354426904\" class=\"rangySelectionBoundary\" style=\"line-height: 0; display: none;\"><\/span><span id=\"selectionBoundary_1562075594776_6421439541318676\" class=\"rangySelectionBoundary\" style=\"line-height: 0; display: none;\"><\/span><\/li>\n<li>Slap it on an ARC-170 with a Seasoned Navigator and you&#8217;re going wherever you want.<\/li>\n<li>Meta shifting? No. It&#8217;s neat and works well in conjunction\u00a0with Sense. But no gaining 1 or 3 sleep S-loops on an Aethersprite.<\/li>\n<\/ul>\n<\/li>\n<li><strong>R2-C4 (Astromech) (5pts)<\/strong>\n<ul>\n<li><em>While you perform an attack, you may spend 1 evade token to change 1 Focus<i class=\"xwing-miniatures-font xwing-miniatures-font-focus\"><\/i> result to a Hit<i class=\"xwing-miniatures-font xwing-miniatures-font-hit\"><\/i>\u00a0result.<\/em><\/li>\n<li>This is Purple Evade insurance. Aethersprites can take the purple evade and then if they don&#8217;t need it for defense, can still mod their attack.<\/li>\n<li>N-1&#8217;s like this droid with their Full Throttle ability.<\/li>\n<li>Meta shifting? No. Could be a good combo but hardly broken.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Point Changes<\/strong>\n<ul>\n<li>Delta 7B went up but most of the Jedi went down. Net effect of most being cheaper.<\/li>\n<li>Calibrated Laser Targeting got cut in half. Enough to make it good? In some cases but Delta 7B is still better.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3>Separatists<\/h3>\n<ul>\n<li><strong>Hyena Class Droid Bomber<\/strong>\n<ul>\n<li>This is the first ship that contains multiple pilots with different upgrade configurations.<\/li>\n<li>Continues the trend of wonky maneuver dials. Hard 3&#8217;s but no banks? Red 1 banks? It&#8217;s so weird.<\/li>\n<li>DBS-404 will be a fun suicide bomber at 30pts.<\/li>\n<li>DBS-32C is pricey but makes a great coordinator for your droid swarms.<\/li>\n<li>Meta shifting?\u00a0Certainly. Separatists choice of ships rose by 33%. That&#8217;s going to have an impact on their play.<\/li>\n<\/ul>\n<\/li>\n<li><strong>TA-175 (Tactical Relay) (5pts)<\/strong>\n<ul>\n<li><em>After a friendly ship at range 0-3 with Calculate on its action bar is destroyed, each friendly ship at range 0-3 with Calculate\u00a0in its action bar gains 1 calculate token.<\/em><\/li>\n<li>Become flush with Calculate tokens. Great for droid swarms.<\/li>\n<li>This is the reason you can only have one Tactical Relay upgrade in a squad. Kraken plus this guy would be nuts.<\/li>\n<li>Meta shifting? No. It&#8217;s a boon for Vulture\/Hyena swarms but Kraken is still a big competitor.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Point Changes<\/strong>\n<ul>\n<li>Hate is a generic upgrade\u00a0but it affects the Sith Infiltrator more than anything. It got a lot more expensive for Maul. Prohibitively so? Maybe.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3>Rebels<\/h3>\n<ul>\n<li><strong>Point Changes<\/strong>\n<ul>\n<li>Leia went up to a more balanced 6pts. I liked her at 2\u00a0but that made her a no brainer inclusion. At 6 she&#8217;s still really good.<\/li>\n<li>Wedge, Cassian and the named B-Wing pilots all went up. And just as the new B-Wing model came out too.<\/li>\n<li>YT-1300 lost its Illicit Slot at the same time that Inertial Dampeners and R2-D2 crew went up. Something needed to change with this combo but all of that was a bit\u00a0much. Inertial Dampeners was not broken by itself. Just the combo with R2.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3>Imperials<\/h3>\n<ul>\n<li><strong>Point Changes<\/strong>\n<ul>\n<li>TIE Aggressor&#8217;s went down but all the turrets and barrage rockets went up. They&#8217;re still too expensive.<\/li>\n<li>TIE Defenders continue to creep downward in price. Still can&#8217;t fly three though.\u00a0 As long as they stay above that line I don&#8217;t think they&#8217;ll be overpowered.<\/li>\n<li>TIE Phantoms went up in price and so did Juke. Four Sigma&#8217;s with Juke is forever in the past. You can still take four Sigma&#8217;s though.<\/li>\n<li>Decimators came down in time for their rerelease. So did a bunch of the Imperial crew options. Will we see some\u00a0more making an appearance? Moff Jerjerrod and Ciena Ree are both fun and haven&#8217;t really seen play.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3>Resistance<\/h3>\n<ul>\n<li><strong>Resistance Transport<\/strong>\n<ul>\n<li>Loaded with red maneuvers but can also stop and go backwards.<\/li>\n<li>Kor Sella + Larma D&#8217;acy will combine to make this ship a great support ship.<\/li>\n<li>All of the pilots make good use of their red dials. They are also going to love Pattern Analyzer.<\/li>\n<li>Meta shifting? Potentially. Coordinate platforms are very useful.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Resistance Transport Pod<\/strong>\n<ul>\n<li>BB-8 will be fun.<\/li>\n<li>Vi Moradi is a good recon ship.<\/li>\n<li>Squishy but cheap ship.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Amilyn Holdo (Crew) (9pts)<\/strong>\n<ul>\n<li><em>Before you engage, you may choose another friendly ship at range 1-2. You may transfer to that ship 1 token of a type that ship does not have. That ship may transfer 1 token to you of a type you do not have.<\/em><\/li>\n<li>Most obvious combo is throwing an R2 Astromech on a T-70 and pulling the Weapons Disabled token off. Better to let a T-70 fire than a two attack transport.<\/li>\n<li>Also could be useful for clearing stress on ships. L&#8217;ulo shoots with three dice, Holdo passes a Focus and clears the stress before someone shoots at L&#8217;ulo and she gets her three agility.<\/li>\n<li>A potential pairing with Angled Deflector. Her on Rey and Angled Deflector on a transport could lead to lots of tokens on Rey.<\/li>\n<li>Meta shifting? Maybe. This is one of those upgrades that could be crap or could be super broken. Her biggest saving grace is her timing window of &#8220;before\u00a0you engage&#8221;. If she&#8217;s on a low init ship, she&#8217;s not doing much to affect the combat round.<\/li>\n<\/ul>\n<\/li>\n<li><strong>GA-197 (Crew) (8pts)<\/strong>\n<ul>\n<li><em>Charges: 5 (reoccurring) <strong>Setup:<\/strong> Before placing forces, you may spend 3-5 Charges<i class=\"xwing-miniatures-font xwing-miniatures-font-charge\"><\/i>. If you do, choose another friendly ship and assign the\u00a0<strong>It&#8217;s the Resistance<\/strong>\u00a0condition to it.<\/em><\/li>\n<li>\n<div class=\"name\"><em><strong>It&#8217;s the Resistance.<\/strong> <strong>Setup:<\/strong> Start in reserve.\u00a0When you deploy, you are placed within range 1 of any table edge and beyond range 3 of any enemy ship. At the start of the round, if all of the friendly <strong>GA-97<\/strong>&#8216;s\u00a0\u00a0are active, you\u00a0<strong>must <\/strong>deploy. Then remove this card. After the friendly\u00a0<strong>GA-97<\/strong>\u00a0is destroyed, you\u00a0<strong>must <\/strong>deploy. Then gain 1 disarm token and remove this card.<\/em><\/div>\n<\/li>\n<li>Han Solo YT-1300 with this guy plus one more ship means your deployment is all kinds of janky.<\/li>\n<li>It&#8217;s interesting that you can time the deployment for 2 to 5 rounds into the game. But your opponent knows when you&#8217;re coming so can plan for it.<\/li>\n<li>Meta shifting? Definitely not. This is a gimmick. Could be fun. But so is Resistance Han and Boba crew. We all know how much play they see.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Kaydel Connix (Crew) (5pts)<\/strong>\n<ul>\n<li><em>After you reveal your dial, you may set your dial to a basic maneuver of the next higher speed. While you execute that maneuver, increase its difficulty.<span id=\"selectionBoundary_1562078730259_3226642889017677\" class=\"rangySelectionBoundary\" style=\"line-height: 0; display: none;\"><\/span><span id=\"selectionBoundary_1562078737535_9266313559331816\" class=\"rangySelectionBoundary\" style=\"line-height: 0; display: none;\"><\/span><\/em><\/li>\n<li>A different version of Season Navigator. An important difference due to red maneuver limitation on Seasoned Navigator and the plethora of red maneuvers on Resistance crew carriers.<\/li>\n<li>Meta shifting? Not really.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Kor Sella (Crew) (6pts)<\/strong>\n<ul>\n<li><em>After you fully execute a blue maneuver, remove all of your stress tokens.<span id=\"selectionBoundary_1562078933281_8901886875216327\" class=\"rangySelectionBoundary\" style=\"line-height: 0; display: none;\"><\/span><\/em><\/li>\n<li>A more powerful version of the old Inspiring Recruit. Not nearly as cheap and not spammable.<\/li>\n<li>There are several new pilots that can\u00a0really soak up the stress.<\/li>\n<li>Meta shifting? Potentially. Her plus Larma on a Rebel Transport is a pricey support ship but could be powerful.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Larma D&#8217;Acy (Crew) (4pts)<\/strong>\n<ul>\n<li><em>While you have 2 or fewer stress tokens, you can perform Reinforce<i class=\"xwing-miniatures-font xwing-miniatures-font-reinforce\"><\/i>, Coordinate<i class=\"xwing-miniatures-font xwing-miniatures-font-coordinate\"><\/i>, and Jam <i class=\"xwing-miniatures-font xwing-miniatures-font-jam\"><\/i>actions, even while stressed. While you perform a white Reinforce<i class=\"xwing-miniatures-font xwing-miniatures-font-reinforce\"><\/i>, Coordinate<i class=\"xwing-miniatures-font xwing-miniatures-font-coordinate\"><\/i>, and Jam <i class=\"xwing-miniatures-font xwing-miniatures-font-jam\"><\/i>actions, if you are stressed, treat that action as red.<\/em><\/li>\n<li>A good pairing for Kor Sella.<\/li>\n<li>The Resistance Transport will love her as it can now stop or go backwards and still support the rest of the squad.<\/li>\n<li>Meta shifting? Potentially. Her plus Kor on a Rebel Transport is a pricey support ship but could be powerful.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Leia Organa (Crew) (19pts)<\/strong>\n<ul>\n<li><i>Force: 1. Adds Purple Coordinate. <\/i><em>After a friendly ship reveals its dial, you may spend 1 Force. If you do, the chosen ship reduces the difficulty of that maneuver.<\/em><\/li>\n<li>Bloody hell this is good. Reduce the difficulty of any maneuver, for any friendly ship, anywhere on the board. Give any ship infinite white K-turns.<\/li>\n<li>Meta shifting? 19pts is hella expensive. Still worth it? Maybe. Leia could be used to great effect,\u00a0but she forces you to take a Falcon or a transport.<\/li>\n<\/ul>\n<\/li>\n<li><strong>PZ-4C0 (Crew) (6pts)<\/strong>\n<ul>\n<li><i>Adds Calculate. <\/i>A<em>t the end of the Activation Phase, you may choose 1 friendly ship at range 1-2. If you do, transfer 1 calculate token to that ship. If your revealed maneuver is blue, you may transfer 1 focus token instead.<\/em><\/li>\n<li>Finally gives a way for C-3P0 to coordinate at infinite range.<\/li>\n<li>His ability itself if quite meh unless you&#8217;re really\u00a0one to token stack one particular ship.<\/li>\n<li>On the same ship as C-3P0 he could let you coordinate, gain a free Calculate from C-3P0, and then pass that token along\u00a0as well.<\/li>\n<li>Meta shifting? No, not really.<\/li>\n<\/ul>\n<\/li>\n<li><strong>Point Changes<\/strong>\n<ul>\n<li>YT-1300 got a lot cheaper. They needed it because they were pricey\u00a0given their dial, red actions, and fewer shields compared to the Rebel version.<span id=\"selectionBoundary_1562079706254_6703277620837587\" class=\"rangySelectionBoundary\" style=\"line-height: 0; display: none;\"><\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3>First Order<\/h3>\n<ul>\n<li><strong>Point Changes<\/strong>\n<ul>\n<li>Most pilots got cheaper, except the Upsilon. But no new ships or upgrades.<\/li>\n<li>Hux got quite a lot cheaper so expect him to make some appearances. Though, you still need an Upsilon so it&#8217;s almost a wash.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h3>Scum<\/h3>\n<ul>\n<li><strong>Point Changes<\/strong>\n<ul>\n<li>Lots of small point changes to ships.<\/li>\n<li>Drea went up by a lot. She is still potent.<\/li>\n<li>Shadow Caster title got cut in half which makes it very appealing.<\/li>\n<li>IG-88&#8217;s inch downward. Triple squad or two with IG-88D on another ship could be a thing.<\/li>\n<li>Jumpmasters gained Gunner. They still suck.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<div class=\"mh-excerpt\"><p>A new wave is upon us! We also had a point change. Let&#8217;s take a\u00a0look at what it brings to the game. General Upgrades Angled <a class=\"mh-excerpt-more\" href=\"https:\/\/www.d20radio.com\/main\/rogue-review-x-wing-wave-4\/\" title=\"Rogue Review- X-Wing Wave 4\">[&#8230;]<\/a><\/p>\n<\/div>","protected":false},"author":16,"featured_media":17725,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_ef_editorial_meta_date_first-draft-date":"","_ef_editorial_meta_paragraph_assignment":"","footnotes":""},"categories":[183,1848],"tags":[673,2367,2428,2429,1401],"class_list":["post-17689","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-rogue-squadron","category-x-wing-2-0-review","tag-b-wing","tag-hyena-bomber","tag-n-1-royal-starfighter","tag-resistance-transport","tag-tie-silencer"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Rogue Review- X-Wing Wave 4 - d20 Radio<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.d20radio.com\/main\/rogue-review-x-wing-wave-4\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Rogue Review- X-Wing Wave 4 - d20 Radio\" \/>\n<meta property=\"og:description\" content=\"A new wave is upon us! We also had a point change. Let&#8217;s take a\u00a0look at what it brings to the game. 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