X-Wing Miniatures – Every Fireball 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 Fireball 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 but sometimes I may want to go janky. 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.

R1-J5

Full transparency. I have never flown a Fireball nor flown against a Fireball. But, I know people that do and they’ve been super helpful (thanks CrazyVulcan!)

So first we have R1-J5 or “Bucket”. This build is set up to survive, not to actually fire. Send him into the mix and evade. The more enemy ships around him the better as Han crew means he’ll get an additional evade for each enemy at range zero to one. Add a Cloaking Device and cloak as soon as you know things are kicking off and if it goes to plan you’ll have four green dice and multiple evade tokens. I haven’t even mentioned his ability to pick the ‘best’ crit.

It’s super janky and won’t always work but he could help with action denial and just be a general nuisance as your opponent has to choose whether to go for him or concentrate on your other ships whilst he plays interverence.

Colossus Station Mechanic

Seven Mechanics with Deadman’s Switch looks like ridiculous fun! The RO motto is ‘A good game’s a quick game’ and this could absolutely go that way. You’re I2 so will likely be blocking so how many actions you get a round is very dependent on your flying. Probably best coming in from different angle instead of formation flying here. As you start with five health instead of the stated six and have no way of negating that with this build it could go downhill quickly with your own ships exploding and hurting friendlies. However, as long as you’re losing ships when the enemy is at range one then everyone’s a winner (loser).

With seven of these guys built the same there are four points left which means we can add Tracers to two of them. Getting locks for everyone, especially nearer the start of the game where you’ll likely have more ships, is really strong. Just make sure you actually have the focus to fire them!

It’s dumb but seven of these guys just slamming straight up the board from the start to pounce is something I’d do once at least. A three straight plus a three straight SLAM makes it a seven forward right?*

*Eight if you include the end position, tell me how wrong I am in the comments.

Kazuda Xiono

This build for Kaz has a lot of upgrades but it’s all adds to some relatively simple tricks. R5-X3 with Marg Sabl enables Kaz to zoom over an obstacle, ignore it, then make an enemy ship take a strain token. Ignoring the obstacle means you can take an action if Kaz is shooting which is nice. That means that Kaz can zoom over an obstacle, ignore it, make an enemy take a strain and then SLAM away out of arc, letting your other ships take on a strained enemy. With Advanced SLAM he can get out of dodge and still take another action too.

I’ve added Contraband Cybernetics so Kaz can still get actions and move freely if he pulls the Advanced SLAM trick above.

Jarek Yeager

Just like Bucket, we very rarely see Jarek on the table which is a shame because I think he could be handy. Because of his ability it’s possible he could be without mods a lot of the time so I’ve added Predator and R6-D8. If Jarek and his squadmates can get a ship in their bullseye arcs then he’ll be able to reroll at least two of his red dice.

I’ve added a Hull Upgrade and the title because he’s as close to an ace as you’re going to get with this platform so why not try to keep him around a bit longer.


That’s every Fireball built. Let me know if you agree or not and share your builds in the comments. Please treat this as the conversation starter it’s supposed to be and not as someone trying to tell you how these ships should be built.

If you’d like to get involved with choosing the articles I write and support RO to become bigger and better you can find my Patreon here.

Until next time, pilots!

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