X-Wing Miniatures – Every Kimogila Fighter Built!

In this ‘built’ series of articles I will take a specific ship and build out every pilot. I will try to take into account the ship itself, any pilot abilities and the lists they would form a part of.

The articles I do in this series are picked by my Patrons! I put a poll up with a list of ships to choose from and I’ll run with whatever the winner is. This time the M12-L Kimogila Fighter won out.

As always this is just my opinion, if you have other suggestions feel free to leave them in the comments below. Some pilots will be just fine on their own; I won’t add upgrades just for the sake of it. I’ll go through the pilots in ascending initiative order.

If you’d like to read the other ‘built’ articles I’ve written you can find them here.

Cartel Executioner

The Kimogila, as far as I can tell, is all about the bullseye arc. I think I’m right in saying that back in 1.0 it was the first ship to have this arc. With that in mind I’m going to play up to it.

I see the I3 Cartel Executioner as a ship you’d take multiple of. At 41 points it’s in T-65 territory with more HP, a ship ability and higher initative. It even has a decent dial with hard one turns. Where it falls short is lack of maneovres above speed three and turn around moves – no sloops or talons rolls here. Oh and it only has a single agility but the HP makes up for this I would argue.

The ability is very interesting. As long as you get the enemy in bullseye the defender cannot spend focus or evade tokens to help with defense. That can make a massive difference against any ship that doesn’t have a Jedi piloting it. Giving the Executioner Deadeye Shot leans into this more by giving you the chance to flip an enemy’s damage card. Again this could make a big difference such as flipping over a card to reveal a Direct Hit.

Lastly I’ve added Advanced Proton Torpedoes. You may have worked out through previous articles that I like these. As the ‘Kimo’ has a missile slot I could add in Proton Rockets as they only work in the bullseye but that feels like cutting my nose off to spite my face. Of course I want to get that sweet five dice shot in the bullesye to get use out of the ability. But, I also don’t want to miss the chance to fire those five dice so the torps win. They fit in better with Deadeye shot too as that crit you get can be turned back to a hit.

To go back to what I was saying; two or three of these guys coming at seems half decent.

Dalan Oberos

Dalan is by far the least used of the three pilots here. At a guess it’s becuase both him and the Executioner are I3 but Dalan is four points more expensive. With an ability that is pretty limited with two charges it’s an easy call to make.

What I’ve tried to do with this build is lean into the ability. Firstly I’ve added Inertial Dampeners as the cost of a shield means the ability can trigger earlier. It may also make it easier to trigger by staying in the same spot causing bumps, the ability does not mention a range band so it could be used on ships at range zero. Secondly I’ve added a Shield Upgrade for more health and to give the ability more opportunity to trigger.

Marksmanship is just a nice little bump to the bullseye as we’re trying so hard to keep ships there.

Torani Kulda

Torani has some pretty neat tricks, the first one is simple enough. Her ability depends on based on her attacking, so you want to attack as much as possible right? Cluster Missiles enables her to attack twice in a round. It depends on both of those enemy ships being in her bullseye but it’s still fun.

The next trick is using Snap Shot. OK it’s not a trick but once again it could give you another use of her ability.

The last one is a little involved and involves some more pieces. Using R5-TK Torani can fire at her own ships with the Clusters first, cancel the dice results with Munitions Failsafe and still fire the bonus shot. This is handy for taking a pop at opponents that have spread out. She can also use this trick on the new Zam Wesell crew. Zam’s ability is looking to be super strong right now but the crew is slightly different to the pilot. The crew version starts with her charges spent so using Torani with R5-TK to fire at her before you engage with the enemy means she can go into combat with her charges active. It all adds to the bluffing game that is Zam.


That’s every Kimogila built. Let me know if you agree or not and share your builds in the comments.

If you’d like to get involved with choosing the articles I write you can find my Patreon here. Also check out the weekly league I’m starting that is open for sign ups here.

Until next time, pilots!

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