Kicking off our much-improved RZ-1 A-Wing article is the new (introduced with the Phoenix Cell Squadron Pack) Vectored Cannons Configuration. An important point to note here is that the Vectored Cannons Upgrade is a Standardised Upgrade, meaning, if you want it on one RZ-1 A-Wing, you have it on all!
Vectored Cannons replaces your Vectored Thrusters ship ability to, not only give you a front/back turret indicator, but also give you the option of during the System Phase, you may either perform a Red Boost or Red Rotate actions. Great options if you aren’t planning a red manoeuvre and one that can/will clear the incurred stress if you have planned correctly.
Starbird Slash is a Talent upgrade also included with the Phoenix Cell Squadron Pack. This allows you to Strain an enemy ship you have moved through, for free if you aren’t in their firing arc, otherwise, you also take a Strain too. So, watch those arcs if using this.
The humble Initiative 1 Phoenix Squadron Pilot is a great filler ship, or can make a menacing squadron as they are fast, agile, and often difficult to hit. The fact that even at Initiative 1 they have a Talent slot and the new configuration available means they can become rather vexing to opponents not used to their new abilities. Used to block higher-initiative pilots and remove their actions they can cause quite a snarl up. It’s worth remembering that they do only have 4 health in total, so focused fire power is their downfall, especially without tokens around to assist.
The Green Squadron Pilot is well placed in the list of RZ-1 A-Wings as it is the first port of call for two Talent slots (no, you can’t double up on the same Talent) for a modest increase. This means they can stand fairly well against equivalent opposing ships and are still available to block higher initiative pilots. Again, they do lack the staying power of other ships if they are focused on, but can still cause quite the annoyance.
Arvel Crynyd is a well-costed pilot with a great pair of abilities, but using one of them will leave them tokenless, so, it’s worthwhile considering your options. The ability to perform primary attacks at Range 0 is a strong one, especially as the majority of ships won’t be able to return fire. A staple when fielding Arvel is Intimidation to further hamper opposing ships by reducing defensive dice. The addition of a second talent slot opens up some interesting combination opportunities, like Marksmanship for an extra Critical result.
I can see the deliberately failing a boost to get Arvel out of a position of being shot by what he would be at Range 0 of, providing it is of lower initiative. Arvel may be one of the few RZ-1 A-Wing pilots not to benefit greatly from the new Vectored Cannons upgrade, as the focus/boost of Vectored Thrusters may be more useful.
Sabine Wren is a newer RZ-1 A-Wing pilot, introduced in the Phoenix Cell Squadron Pack. Her ability is similar to the Concordia Face-off of the Fang Fighter. This makes her a great jouster who is guaranteed to reduce incoming damage by a minimum of 1 for every ship facing her and firing. Not forgetting to get at least 1 Hit result under the same conditions.
With Vectored Cannons, Sabine can benefit from both parts of her ability as long as she has guns on target. Either way, it makes her a moderate threat to anything trying a front arc shot.
Jake Farrell is another pilot who may not always benefit from Vectored Cannons, as the Focus./Boost of Vectored Thrusters will allow Focus Action passing. Though, a Systems Phase Boost/Focus-Pass could be incredibly useful depending on your plan and formation flying.
While Jake is usually used as a support pilot more than anything, it is important to remember he does have offensive output that can be improved and could make all the difference.
Share Bey is another new pilot for the RZ-1 A-Wing, keeping the ability that makes her useful in an Arc-170 Starfighter, The ability to add a Focus result to your dice pool for either offence or defence means Shara is going to be burning through tokens. This is a maximum of 6 Green dice or 4 red dice under ideal circumstances for you to modify should you have the Focus token to accompany your Lock.
If you’ve seen Rebels, you’ll have met a young Wedge Antilles. Keeping his pilot ability from his T-65 appearance, Wedge does drop two points of initiative to account for his younger age. Coupled with Outmanoeuvre and Star Bird Slash, Wedge could give even (sneak peek) Darth Vader in a TIE/d Defender a bad day. Wedge is definitely a pilot I wouldn’t invest any points into missiles for, while every other A-Wing would have a solid case.
Ahsoka Tano is the next RZ-1 A-Wing to come from the Phoenix Cell Squadron Pack. Ahsoka comes with two Force Power slots instead of Talent slots, and on a personal note, I am stapling Brilliant Evasion to her as it’s such a great power for the cost, and on an A-Wing, fairly invaluable. That means I would hazard a guess it may because Agility based at some point in the future. Ahsoka’s ability to spend 2 Force tokens to allow an ally at Range 1-2 to perform an action, even when stressed makes her a great booster pilot, who can handle herself well should she need. I have yet to experiement with a second Force power for her yet, but I have been thinking that Extreme Manoeuvres might be a wonderful fit on this frame, to make it even more kinky and to come about fast without a stress.
As a side note for this article, my last game running Ahsoka had her facing off against two TIE/d Defenders and a TIE Interceptor… Neither ship could land anything telling on her, she was just avoiding everything that came her way.
Hera Syndulla, like her A/SF-01 B-Wing ability, allows her to transfer tokens during the Modify Dice step to allies at Range 1-2. Hera is the final pilot added by the Phoenix Cell Squadron Pack. Hera’s ability is great for passing off tokens she no-longer needs to allies who may be in immediate need of them, but, it’s worth mentioning that you have to pick the right time to transfer, otherwise Hera will become a priority target, especially if she is without a token herself.
I can see Hera leading an A-Wing squadron quite nicely, though the composition is very open as each other pilot needs to be balanced and useful, or a flood of generic pilots hoping to overcome the enemy with sheer numbers.
To round off this article, above you can see my attempts to represent Hera (leftt), Sabine (middle), and Ahsoka (right) in their RZ-1 A-Wings. I do have to say that I was the happiest with how Ahsoka came out, but am very pleased with all three, and am now working to putting together a list that utilises all three of them to see how well they can do.
I have to say, FFG/Atomic Mass Games did a bang up job with the Phoenix Cell Squadron Pack, bringing us some great pilots and much-needed love for this nifty fighter. The RZ-1 A-Wing has been a favourite of mine since First Edition, even if it is still a shame we haven’t got Tycho Celchu back yet.
I’m going to avoid promising what the next article will be, as I’m not totally sure just yet.
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