So, that gives us some insanity, I think we're all aware.
I'll break down the known Crew and Sensors' interactions with this potent ability.
C REW
So, first off: 4 attack dice and a potent action that prevents us from attacking means I won't be
Gunner
ing at any point in the near future.
With potentially 4 evade dice (naked), a
Flight Instructor
will typically be able to gain you a re-roll. Considering the cost of the ship, the Phantom will usually be outnumbered, so the actionless defense-boost would be a nice anti-swarm option. I'd like to find out the math on this one.
Weapons Engineer actually works fairly well here. It keeps your opponent on their toes, as you've got 2 targets behind whom you can de-cloak. With 4 attack dice and the mobility options gained from the Decloak forced-action, this is potent. Pity you can only Target Lock if you grab a Targeting Computer or a Fire-Control System
Recon Specialist is much better than Flight Instructor in most situations , particularly while you're cloaked. If you plan on spending a lot of time cloaked, this is a great pick-up.
Rebel Captive ensures that your Phantom is going to be the last ship attacked. Why pick up a stress when you're not bloody likely to deal any damage anyway?
Navigator will be an interesting consideration when combined with the Decloak maneuverability. It will certainly be useful, but further assessment shall wait until the Dial is revealed.
Darth Vader is worthless here. You've only got 4 HP to chew through, and it's more expensive than a shuttle anyway!
Saboteur
is BRILLIANT on the Phantom. Get around that inability to attack while maintaining your incredible dodging skills
! When paired with Advanced Sensors, you can Saboteur before revealing your Maneuver, which means you may do so before deciding to potentially Decloak!
Mercenary Co-pilot
highlights the long-range sniping capability of the Phantom. Hit them like an HLC from Range 3, except you get to keep your crits (and adding one to the lot in this case), go invisible when the foe gets closer, Decloak then Koiogran to shoot them in the back at Range 3 again.
Intelligence Agent is also brilliant on the phantom. Considering the ship's expense, you're likelier to fly the low PS versions. Knowing where your target will land when deciding whether to Decloak will keep you from getting shot. Moreover, it is also still useful to your overall squad while you are cloaked, and combos well with Advanced Sensors and Enhanced Scopes.
S ensors
Sensor Jammer suffers for similar reasons to the Flight Instructor , while having even less of an impact on game-play. It does stack with Elusiveness, interestingly, though both SJ and E are incredibly weak against a Focused opponent. Still, this might become useful alongside Carnor Jax
Advanced Sensors
is always a good upgrade, and is no exception on the Phantom. This opens you to the same world as the Hypermobile B-Wing, yet with the added option of the Cloaking action. Additionally, as stated with the Saboteur, you may perform your desired action before decloaking, which is very helpful. And yes, the Decloak's Barrel-Roll does NOT count as a free-action, so you can theoretically BR and DcBR as well!
Fire-Control Systems
are one of two ways to get Target Locks for the
Weapons Engineer
.
However, you're going to spend several turns without attacking, unless you grab the
Advanced Cloaking Device
upgrade. Even if you do, that teleporting effect will make this upgrade very awkward to use.
Enhanced Scopes
,
though not as reliable as
Advanced Sensors
, will increase your ability to get your action. However, unless you intend to use your highly-costed ship as a blocker, this won't be that usable. It does, however, combo nicely with
Saboteur
.