Revenge of the Z-95 Swarm: Missiles, Slicer Tools, and Explosions

By CBMarkham, in X-Wing Squad Lists

Binayre Pirate (12) (x3)

XX-23 S-Thread Tracers (1)

Black Market Slicer Tools (1)

Guidance Chips (0)


Binayre Pirate (12)

Black Market Slicer Tools (1)


Binayre Pirate (12)

Advanced Homing Missiles (3)

Guidance Chips (0)


Binayre Pirate (12) (x2)

Ion Pulse Missiles (3)

Guidance Chips (0)


Total: 100



Here's a fun little swarm which may just be plausible, thanks to the next and exciting Black Market Slicer Tools.


When you first engage the enemy in combat, the tracer pirates act like Howlrunner, in a way. Each Z-95 takes a focus token, then the tracer pirates fire off super accurate tracer threads. These tracer threads are 3 red dice at range 1-3 which can be modified by both the G-Chips and your focus token. If the first thread doesn't hit, your opponent is super lucky with high agility ships, or they've spent a couple of tokens and you can tag them with the second tracer.


Once the enemy ships are hit with tracers, you can fire regular attacks with great accuracy, or use your ordnance as you see tactically sound. Ion Pulse Missiles can be used against any large ship, enabling you to easily block it on the following turn and then destroy it with a range one assault from the rest of your team. The Assault Missile makes range 2 something of a danger zone, and while it doesn't seem like an inherently fantastic card, it actually has great synergy with Black Market Slicer Tools, since now you'll have multiple damage sources which go under shields. Even against non-PtL aces like Poe, Vader or Vessery, dealing the right face up damage card can be devastating.


Also note that your ordnance carriers are allowed to spend their focus tokens defensively, as none of these missiles require you to spend your target lock to fire them, which means that when you fire them, you can still re-roll the bad results and THEN use the G-Chips afterwords, so they retain their high level of accuracy.


Against jousters, you have the bodies and the accuracy to joust well. Against arc dodgers, you have enough bodies to make them worry about being blocked and Black Market Slicer Tools as a safeguard against super PtL users. Against large ships, you can control their movement with Ion Missiles and then dispatch them with concentrated fire.


The worst match-up for this list is probably Crackswarms, as their access to Howlrunner means they joust as well as you, but they'll have the added benefits of having higher PS and crackshots to dish out the damage before you can return the favor. Your only real edge here is that your lower PS pilots move first, so you may be able to jam up their formation and stop them from taking actions during certain rounds of combat.



Anyway, just some fun food for thought. Let me know your thoughts on this one. Your input is appreciated.

Edited by CBMarkham

As far as the eye can see?

Little bit of a Swiss army knife, I guess, but emphasis seems to be on "little". I'd worry that it simply didn't have the damage output against lists with a lot of health before losing ships of its own.