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 lowdown on how best to fly it. Strap in and get ready to fly.
All Wings Report In (Extended)
M3-A Scyk Interceptor “Genesis Red” (Wave 5) (37 pts) (I4)
After you acquire a lock, you must remove all of your focus and evade tokens. Then, gain the same number of focus and evade tokens that the locked ship has.
- Missile- Concussion Missile (Wave 1): Charge: 3 Attack (3, range 2-3): Spend 1 Charge. After this attack hits, each ship at range 0-1 of the defender exposes 1 of its damage cards.
M3-A Scyk Interceptor “Quinn Jast” (Wave 5) (44 pts) (I3)
At the start of the Engagement Phase, you may gain 1 disarm token to recover 1 Charge on 1 of your equipped upgrades.
- Modification- Afterburners (Wave 1): Charge 2. After you fully execute a speed 3-5 maneuver, you may spend 1 Charge to perform a Boost action, even while stressed.
- Talent- Crackshot (Wave 1): Charge: 1. While you perform a primary attack, if the defender is in your Bullseyes arc, before the Neutralize Results step, you may spend 1 Charge to cancel 1 Evade result.
- Torpedo- Advanced Proton Torpedo (Wave 1): Charge: 1 Attack (5, range 1): Spend 1 Charge. Change 1 Hit result to a Crit result.
HWK-290 “Palob Godalhi” (Conversion Kit) (66 pts) (I3)
At the start of the Engagement Phase, you may choose 1 enemy ship in your firing arc at range 0-2. If you do, transfer 1 focus or evade token from that ship to yourself.
- Crew- Perceptive Co-Pilot (Wave 1): After you perform a Focus action, gain 1 focus token.
- Title- Moldy Crow (Conversion Kit): Gain a Forward Arc primary weapon with a value of “3.” During the End Phase, do not remove up to 2 focus tokens.
Mining Guild TIE “Overseer Yushyn” (Wave 2) (26 pts) (I2)
Before a friendly ship at range 1 would gain a disarm token, if that ship is not stressed, you may spend 1 Charge. If you do, that ship gains 1 stress token instead.
- None
M3-A Scyk Interceptor “Sunny Bounder” (Wave 5) (27 pts) (I1)
While you defend or perform an attack, after you roll or reroll your dice, if you have the same result on each of your dice, you may add 1 matching result.
- Cannon- Jamming Beam (Wave 1): Attack (3, range 1-2): If this attack hits, all Hit/Crit results inflict jam tokens instead of damage.
Lock S-Foils in Attack Position
This list is a bunch of weird stuff thrown together. It’s a list to try out some of the named M3-A’s and make good use of their abilities.
Overseer Yushyn is there solely to allow Jast to reload his APT’s or Crackshot and still fire. He can’t use APT and Crackshot at the same time, but whichever gives him the best option. He has the unique ability to get maximum use out of those upgrades with his reloads.
Palob is back up for Genesis Red. If there’s no good enemies to Lock, Genesis can Lock Palob and get all of his accumulated Focus (up to four, two saved from previous round, two from current round Focus action). Two ships with four focus each can prove surprisingly resilient to multiple attacks.
The Jamming Beam is pointless on Sunny but it’s free so why not. He’s just hanging around causing trouble. He’s I1 so can block or if his ability triggers a few times, can prove surprisingly effective.
Variations
There’ are a few ways you can configure the load outs on the M3-A’s. You could dump the ordinance off Quinn Jast/Genesis Red to give him and Sunny both cannons (Autoblaster or Tractor Beam). Or drop Afterburner + Perceptive Co-Pilot to give Genesis and Jast Proton Torpedoes.
Giving Palob Engine Upgrade would also be good if you were moving some upgrades around.
Jast would also make great use of Stealth Device.
Wayne Basta
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