Alright folks, it's that time again.
Knowing only its loadout slots, action bar, and the costs for half its pilots, it's still a stunning ship.
Its stats are 4 attack (no-attack while Cloaked), 2 agility (4 when Cloaked), 2 shields, and 2 hull, for 25-32 points, in a 3-5-6-7 PS spread. Do not let near Proton Bombs when you're flying it, and do not let it get behind you when you're not. 5 dice at Range 1 hurt, particularly when it might have 4 agility when you can shoot at it next.
It comes with the standard TIE actions (Focus, Evade, and Barrel-Roll), which we've already proven are workable, but it can also Cloak.
Cloaking prevents your ability to shoot, and adds 2 agility to your ship, until you Decloak. Decloaking is done before a maneuver, and lets you do a 2-distance barrel-roll or forward boost at that time. That position shift does NOT count as an action.
Now, Focus and Evade are as good as each other when at 4 agility dice, but at 5 (e.g. a Stealth Device or Range 3 shot), Focus is expected to prevent more than 1 damage. Nifty!
Now then, as far as Upgrades: It comes with two of the most powerful upgrade slots in the game (Crew and Systems).
Enhanced Scopes: During the Activation phase, treat your Pilot Skill as 0.
Taking this upgrade essentially guarantees your ability to cloak when Blockers are an issue. Also, it makes sure you can de-cloak in peace as well, which is useful when otherwise you move after all of the level 1 and level 2 pilots in the game.
Fire-Control System: After you perform an attack, you may acquire a Target Lock on the defender.
Note that this upgrade does not care if you have a Target Lock in your Action Bar. Also remember that this ship can also grab a Gunner, and can hide in Cloaks while not shooting at it's original target, and this upgrade looks awfully shiny.
Advanced Sensors: Immediately before you reveal your maneuver dial, you may perform 1 free action. If you do, skip your "Perform Actions" step this round.
The B-Wing has proven that this upgrade is insane with only a Barrel-Roll to work with. Now add the fact that you can now choose to Cloak AND Decloak before revealing your maneuver dial. I will point out that with PtL as well, you can Cloak, Decloak, and Barrel-roll all in one go, allowing you to essentially do a Barrel-Roll in a direction with the 4 bar, before clearing your stress with a green maneuver. Wow.
Sensor Jammer: When defending, you can change one of your attacker's {Hit} results into an {Eyeball} result. The attacker cannot re-roll the changed result.
Kind of useless on the Phantom in my opinion. Although you do have the option to only drop your Cloak when the folks shooting you aren't focused, the effect from this is too subtle for me to appreciate. Feel free to sell me on the combo in the comments, though ![]()
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Intelligence Agent: At the start of the Activation Phase, choose 1 pilot at range 1-2. You may look at that pilot's chosen maneuver.
This has recently been proven invaluable when you've got mobility based options, and decloaking is certainly a doozy. With the Phantom's high cost, we'll be fielding the cheap ones fairly often, adding weight to this upgrade, but it also combos beautifully with Enhanced Scopes as well.
Mercenary Co-Pilot: When attacking at Range 3, you may change one of your {Hit} results to a {Crit} result.
Assuming this ship has a Koiogran on board, this will be an amazing upgrade. Add a mental +3 to the distance printed on the dial for what happens when you decloak forward instead of to one side or the other for the full effect. Also remember that you'll have 4 attack dice, so the crit has a higher chance of going through the defense dice and/or shields first.
Saboteur: Action: Choose 1 enemy ship at Range 1. Roll an Attack Die. On a Hit or a Crit result, choos a random facedown damage card assigned to that ship, and flip it face-up.
Ordinarily, folks don't like this card that much. It's a 50/50 shot at close range target who's already wounded, to retroactively turn a wound into a Crit.
However, on a Cloaked Phantom, that Range 1 business is reasonably safe, and Saboteur gives you a damage source when you cannot attack, but still have your agility buff.
Darth Vader: No. Two uses of this upgrade, and your ship is dead. I'm not even going to type his ability.
Navigator: When you reveal a maneuver, you may rotate your dial to another maneuver of the same bearing. You may not rotate your dial to a red maneuver if you are already stressed.
And you thought the Phantom was going to be hypermobile with just the Advanced Sensors and an Engine Upgrade? Heh. Lemme throw some numbers at you. If the ship chooses a bank or a turn maneuver, and it has 3 of a kind of that particular maneuver, then it can Navigate to 3 positions. With a mobility action,, multiply by 7, or 10 if you also have Boost as an option. When Decloaking, multiply by another 3. With Advanced Sensors, multiply by 2, and add Cloak/Decloak as a mobility action. So, with Advanced Sensors, Navigator, and an Engine Upgrade, a Cloaked Phantom WITHOUT PtL has 180 different flightpaths it can take. That's 4 short of double the flightpaths of a Hypermobile B-Wing WITH PtL! If you chose a Straight maneuver, the Navigator number will be 4 instead of 3, which is more insane.
Rebel Captive: Once per round, the first ship that attacks you immediately receives 1 stress token.
If you fully intend your Phantom to be the ship you joust with in the end-game, this is a great upgrade for dissuading your opponent from taking it on. Fortunately, it's high-mobility and damage make it a great jouster (dial pending), so this is a solid pick-up. Extra points for stressing your opponent and dodging all of their damage as well!
Recon Specialist: When you perform a Focus action, you may receive an additional focus token.
Another great for folks whose Phantoms stay stealthed for a while. At 4 dice, Focus Tokens are as likely to dodge damage as Evade Tokens (though less reliant on the outliers for this average. Focii are more likely to dodge 2, 3, or 4 damage than their evade bretheren, and less likely to dodge 1 or 5). At 5 or more agility dice, Focus is actually better than Evade. And then there's the whole "Shoot for 4, focused, and dodge for 2, focused" angle that the Firespray knows so dearly.
Weapons Engineer: You may maintain 2 Target Locks instead of 1. When you acquire a Target Lock, you may lock onto 2 different ships.
Assuming you have a Fire-Control System or a Targeting Computer, having two different ships to attack is a great advantage when you're preparing to decloak. This upgrade gets rid of the certainty of target that your opponent would normally have if you're target locked.
Flight Instructor: When defending, you may re-roll 1 of your {Eyeball} results. If the attacker is level 2 or lower, you may instead re-roll one of your {Blank} results.
You will have 4 evasion dice, and will probably be out-numbered. Anti-swarm technology seems a good match. However, I do not know how well this upgrade actually performs, as I've never seen it played.
Gunner: You know what it does. Stop lying.
You can grab FCS as well, for the buzzsaw build, and in a hypermobile build, this gives you the damage increase usually lost to mobility.
However: how often will 4 bloody attack dice result in no hit situations? Definitely worth the points in high-agility situations, but less so against 2 or fewer dice. So if you're up against a Rebellious metagame.... not so good.
As far as modifications go, Stygium Particle Accelerator gives you a free evade token when you Cloak or Decloak, Advanced Cloaking Device lets you insta-cloak after you attack, Targeting Computers let you Target Lock (a useful action while cloaked), Hull Upgrade means you won't insta-die to a Proton Bomb's Direct Hit, Stealth Device gives you 5 agility while cloaked, theoretically 7 agility dice if you're also at Range 3 and behind an Asteroid, and Engine Upgrade gives you Boost, to go with your decloaking shenanigans.