Skeleton Crew Ship Overview; Rebels.
Let’s look at the Rebels now, in the context of our most cut down version of X Wing 1e. These ships are the icons of the saga, defining the fleets of the prequels and the later series of movies and make the most harmonious and evocative selections of the X Wing game.
The real strength of the Rebels is in team work, which shows through in the synergies of their Pilots, Crew and Droids.
The Rebels have 1 true Interceptor (the fastest in SC), 1 Line Fighter, 2 Multi Role heavies (both very different), 1 small base Support and 2 Brutes.
X Wing (Brawler/Legend). The iconic ship of the game, the X Wing straight and simple is the base line ship of this game. It has a no frills dial and action bar, but is tough enough, with a glut of decent pilots and Droids. The X Wing in this form of the game forces no strong opinions in style or application, but also lacks any obvious strengths or weaknesses. There is a reason the base set comes with one of these versus two Tie Fighters.
A Wing (Chaser/Daredevil). I love the A Wing in this form of the game. It is the fastest ship in SC, pipping the more agile Interceptor with a speed green 5 and a Boost and has some real moves, especially with its best pilots in action (Farrell offers the only Rebel Boost/Roll/Evade in SC). They are also the natural platform for Proton Rockets or Cruise Missiles. You can fit up to five in a squad or use them as a filler as they are one of the cheapest Rebel ships.
B Wing (Knife Fighter/Intimidator). The B Wing takes the role of the superiority fighter for the Rebels, think upgraded Y Wing. It sports a rare System, Cannon and pair of Torpedo slots, quite a choice for SC, putting it in a unique spot. Add five shields to three hull and throw in some aggressive pilots, for a strong fighter/ordnance platform with options. Like a lot of things in SC, I love the role this ship takes for the Rebel faction. Something probably not obvious at first is the manoeuvring options for this ship put it in the top few for the Rebels.
Y Wing (Ordnance/Sniper). The Y Wing is the primary Ordnance option for the Rebels, but also the only Turret capable ship, so it plays the role of both the Tie Aggressor and the Tie Bomber for the Rebels. The Rebels in this form do not have any bomb options, but are spoilt for Torpedo platforms. They fly like a wet sponge, needing a Droid to mitigate that a even a bit, or the Droid can be used for better shooting or damage reduction. Tough choice (generally the Turreted ones worry about damage and attacking, the Torp loaded ones, manoeuvre). Either way, they are nearly as tough as the B Wing and cheaper than comparable X Wing’s so they can be deployed in numbers. 5 in a squad can be a wall of sedate pain.
HWK 290 (Support/Sniper). The humble HWK 290, with the only 1d primary weapon in the game is an interesting creature. In SC Turrets and Crew are relatively more powerful than in regular X Wing as are any source of action economy increase. The HWK can provide all three. With Pilots or Crew handing out Focus, increased Pilot skill, better shooting or other supports and optionally running the lethal Twin Laser Turret, the HWK can be a powerful squad supporter in various forms.
YT 2400 (Trickster/Brute). The other Han Solo, Dash Rengar brings a unique ship to the game. This ship moves like a smaller ship and in many of its forms can ignore obstacles. Even without its Title, the Cannon, Missiles and (nerfed) primary turret still make for a powerful striker in SC.
YT 1300 (Support/Brute). The best Crew option for the Rebels, the YT 1300 can be built purely for itself or for the support of others and be strongly offensively or defensively biased. The classic build is C3-PO and maybe Chewbacca or R2-D2 as Crew for defence with Han piloting for offence. Called the “Fat Han” (with some other bits), a build that is relatively intact from a SC sense and quite hard to kill, or try Lando, Leia and Numb to take it in another, more support friendly direction.
Teamwork, synergy, ruggedness and consistency are the Rebel catch cries. Play to their strengths and the faction is the most “Star Wars-y” in feel.
On that, can you see how limiting the game to this level actually brings it much closer to a simulation of Star Wars in the movies, rather than X Wing the Game? Pilot abilities in particular are aligned carefully to the Pilot’s themselves, all based on canon ideals, where EPT’s tend to duplicate the same, nullifying their uniqueness.