Kanan Jarrus build (opinions appreciated)

By Darth Sabre, in X-Wing Squad Lists

Really like the Ghost and am hoping to fly it soon. Just wanted to get some feedback on this squadron, as I am trying to prepare for the upcoming regional event.

Ghost (52)

  • Kanan Jarrus (38)
  • Accuracy Corrector (3)
  • Autoblaster Turret (2)
  • Recon Specialist (3)
  • Tactician (2)
  • Engine Upgrade (4)
  • Ghost (0)

Attack Shuttle (24)

  • Sabine Wren (21)
  • PTL (3)
  • Phantom (0)

Bandit Squadron Pilot (12) x2

I've never played in a tournament and am relatively new to the game. Just want to get out there and mix it up with a solid squadron. Any input would be greatly appreciated. Thank you!

Intelligence Agent is better value than Tactician with an Autoblaster+AC; the information will help you chase down enemy aces trying to get out of your Range 1 bubble of DOOOOM. Unfortunately the point of the Phantom's ability gets worse the more points you spend on it. Frankly, I'm not sure I'd put more than just Ezra in the shuttle AT MOST; most of the time if it stays docked those points are wasted and would be better spent on other ships. But Sabine is probably the best "I'm in a pinch" pilot after the death of the Ghost.

I really like the ghost as well, here is my Kanan Jarrus build.

Ghost 48 points

Kanan Jarras (38)

Ghost (0)

Sensor Jammer (4) thinking about removing this but I like making my opponent decide to use their focus or save it.

Dorsal Turret (3)

Recon Specialist (3)

Phantom 27 points

Sabine Wren (21)

TLT (6)

Phantom (0)

Bandit Squad (12) x 2

Total 99 points

I have run this squad twice and it has performed very well......first was against a scum build with Fett and Dengar (Punisher Build).....close but I won after deploying Sabine and playing ring around the asteroid with Fett while I TLTed his last 3 hull (had Gonk on board so he kept getting shields back). Ghost was still up but had 1 hull and was trying to get back to the fight when Fett died.

Second was against a baby tie swarm can't remember the exact ships.....ghost ate the ties fast my dice were hot and I killed at least 1 per round....did not take long I still had ghost and one Z95 at the end.

Changed it up to

Ghost (51)

  • Kanan Jarrus (38)
  • Accuracy Corrector (3)
  • Autoblaster Turret (2)
  • Recon Specialist (3)
  • Intelligence Agent (1)
  • Engine Upgrade (4)
  • Ghost (0)

Attack Shuttle (23)

  • Ezra Bridger (20)
  • PTL (3)
  • Phantom (0)

Tala Squadron Pilot (13) x2

I'm using a procket A wing instead as my meta seems to favour bigger ships but I have a tourney coming up which may see more aces. Are bandits the go to for this squadron?

I'm using a procket A wing instead as my meta seems to favour bigger ships but I have a tourney coming up which may see more aces. Are bandits the go to for this squadron?

Bandits are not the go to for squadron. You can use them or any other ship. There are a lot options. :)

How about keeping the shuttle as cheap as possible to squeeze in an ace?

Kanan Jarrus (38)
Accuracy Corrector (3)
Autoblaster Turret (2)
Intelligence Agent (1)
Recon Specialist (3)
Engine Upgrade (4)
Ghost (0)
"Zeb" Orrelios (18)
Phantom (0)
Jake Farrell (24)
Veteran Instincts (1)
Proton Rockets (3)
Push the Limit (3)
Guidance Chips (0)
A-Wing Test Pilot (0)
Total: 100

To me, the autoblaster build is just that much stronger on Hera. Greater chance of getting people in the bubble is the do-or-die of this list.
Like Agemmam suggested I would also squeeze jake into the list, though my build would probably be a bit more defensive on jake (he is a baiter/blocker, not the killer of the list).
Kanan is a beast with biggs though. meanest combo of the year.


Hera Syndulla (40)
Accuracy Corrector (3)
Autoblaster Turret (2)
Nien Nunb (1)
Intelligence Agent (1)
Engine Upgrade (4)
Ghost (0)
"Zeb" Orrelios (18)
Phantom (0)
Jake Farrell (24)
Push the Limit (3)
Chardaan Refit (-2)
Outmaneuver (3)
Autothrusters (2)
A-Wing Test Pilot (0)
Total: 99

Ok so far:

Kanan (38)

Rec spec (3)

Autoblaster turret (2)

Accuracy corrector (3)

Zeb (1)

Ghost (0)

Subtotal: 47

Sabine Wren (21)

PTL (3)

Kyle Katarn (3)

Phantom (-)

Subtotal 27

Biggs (25)

R4-D6 (1)

Subtotal (26)

Total: (100)

What about this? Highly defensive build with an attacking Sabine who can pop out late game to help mop up.

Ok so far:

Kanan (38)

Rec spec (3)

Autoblaster turret (2)

Accuracy corrector (3)

Zeb (1)

Ghost (0)

Subtotal: 47

Sabine Wren (21)

PTL (3)

Kyle Katarn (3)

Phantom (-)

Subtotal 27

Biggs (25)

R4-D6 (1)

Subtotal (26)

Total: (100)

What about this? Highly defensive build with an attacking Sabine who can pop out late game to help mop up.

I like this. I have a Chopper/Biggs build I have yet to fly (so many squads so little time!)

Although, I would probably want Tactical Jammer on the Ghost with Biggs. Maybe drop Zeb for Chopper, add Tactical Jammer.

Can also drop Sabine shuttle for Ezra + Predator + Hera = 24pts, then can upgrade Biggs to R2D2?

Kanan has two focus tokens to reduce opponents attack dice though which can be used to protect Biggs, the accuracy corrector and autoblaster is too nice to lose for me. Zeb will hopefully allow you to properly panic aces and keep em on the back foot.

I am currently working on something like this

Kanan Jarus (49)

- Dorsal Turret

- Fire Control System

- Recon Specialist

- Han Solo

- Tactical Jammer

Sabine Wren (25)

- Push the Limit

- Hera

Biggs (26)

- R4-D6

- Integrated Astromech

Kanan and Biggs keep each other alive as long as possible. The combination of FCS and Han Solo means you should get plenty of firepower both from the main guns and the turret. It does not have the ace-killing power of AC/ABT but it has much better range and benefits your main guns much more.

Sabine with PTL is just fun. She should undock late in the game but before the Ghost goes pop. She can perform 3 actions per turn without stress if you stick to the greens. Hera allows you the flexibility pull 2 actions and a Red if the situation calls for it.

If you want to stick with the hard-to-kill theme, consider swapping Sabine for Ezra with Elusiveness and Kyle Katarn (same points) for a shuttle that will be harder to kill.

Edited by Karhedron

I am currently working on something like this

Kanan Jarus (49)

- Dorsal Turret

- Fire Control System

- Recon Specialist

- Han Solo

- Tactical Jammer

Sabine Wren (25)

- Push the Limit

- Hera

Biggs (26)

- R4-D6

- Integrated Astromech

Kanan and Biggs keep each other alive as long as possible. The combination of FCS and Han Solo means you should get plenty of firepower both from the main guns and the turret. It does not have the ace-killing power of AC/ABT but it has much better range and benefits your main guns much more.

Sabine with PTL is just fun. She should undock late in the game but before the Ghost goes pop. She can perform 3 actions per turn without stress if you stick to the greens. Hera allows you the flexibility pull 2 actions and a Red if the situation calls for it.

If you want to stick with the hard-to-kill theme, consider swapping Sabine for Ezra with Elusiveness and Kyle Katarn (same points) for a shuttle that will be harder to kill.

I'd be interested in hearing how this build does for you.

I have had better results with FCS instead of AC. it's true it can vaporize aces in range 1, but most of time i prefer to throw 4-5 red dice with F+TL.

I've been flying this of some time and is working very well:

VCX-100: · Kanan Jarrus (38)
Twin Laser Turret (6)
Fire Control System (2)
Recon Specialist (3)
Weapons Engineer (3)
HWK-290: · Kyle Katarn (21)
Predator (3)
Twin Laser Turret (6)
Recon Specialist (3)
· Moldy Crow (3)
Z-95 Headhunter: Bandit Squadron Pilot (12)
-- TOTAL ------- 100/100p. --

I just took 2nd at a local tourney with (shout out to Jeff Bizzak)

Kannan: Rec spec, rey, engine upgrade, title, TLT, FCS

Zeb: Title

Biggs: IA, R3-A2

This list is brutal!