is Adrenaline rush any good?

By nikk whyte, in X-Wing

i just picked up my first bomber, and noticed this ept. for one point, it seems like getting a one use "white maneuver" could be devastating. a b wing doing a 2k and unleashing advanced proton torpedoes come to mind, especially a PTL keyan. pop the 2k, target lock, second action can be whatever you need, and then let it fly.

i've been running jan ors (pilot) a lot lately and adding her buff to most ordnance, with accompanying dice modifiers can really stack up damage agaisnt heavy targets like the falcon, or can absolutely melt an x wing,

so, forum, is adrenaline rush worth it?

If you have the point left over on specific pilots I think it is. Vessery is much harder to pin down when he has his hard turns available. Same with B's and all their red.

Is it worth the point? It usually is.

But sadly so many other things are often worth it even more.

I might try this on a PTL Green pilot A-wing now that they have access to 2 EPT. :)

I think adrenaline rush would be cool on a shuttle. But they cannot equip it.

It would be cool on Scimitar and Gamma Bombers - but they cannot equip it.

You could try to use it on Black Squadron pilots, but Academies with Stealth Device are the better choice.

It is cool on Tetran Cowell, but Cowell is uncool.

It may be useful on Vessery - but I think VI is the better choice.

hmmm ... Darth Vader:

Prevent losing his 2 actions after k-turning. Thats cool.

It is cool on Tetran Cowell, but Cowell is uncool.

....

hmmm ... Darth Vader:

Prevent losing his 2 actions after k-turning. Thats cool.

I feel offended, Tetran is one of the cool kids. ;)

I agree with Darth Vader, it might be nice on the scum aggressor and Starviper. Infinite white movement options.

Edited by PS10

It is cool on Tetran Cowell, but Cowell is uncool.

....

hmmm ... Darth Vader:

Prevent losing his 2 actions after k-turning. Thats cool.

I feel offended, Tetran is one of the cool kids. ;)

I agree with Darth Vader, it might be nice on the scum aggressor and Starviper. Infinite white movement options.

Whats so cool on his ability? He never gets used.

Tetran + Stay on Target may be useful.

For some reason I feel really drawn to this card. I've recently gotten a second bomber and I'm trying to make use of two AR in a single list. The only thing that comes to mind is to use it to get a superior jousting round in with something like X-Wings. Maybe flying with Wedge, Luke, another X-Wing, and Tala, get that one K-Turn round where you take your actions and and just out-gun your opponents.

I'd hate to add to the OP's question about it being any good, but I feel it could work this way...just haven't practiced it. Have any of you?

I did try AR on Tetran one time, but he died in one round of shooting because I tried to 'joust'... Good times. I believe Tetran can still make use of AR, but sometimes I feel he works better with Yorr.

I do like the idea of having it on a defender...Vessery comes to mind. I usually don't roll VI on my Vessery...I try to go the outmaneuver route if I have the points. If I didn't though, I should try AR.

A lot of the power of this card comes with the mind games it can play with your opponent. Suddenly there are more places your ships with AR can end up and it makes your opponent move differently in certain situations. It makes you more unpredictable with certain ships.

It has so much potential, but like the other posters said, it's hard to choose over stronger or more offensive EPTs.

Edited by Deepspace5

...especially a PTL keyan...

Can't have a PTL Keyan with Adrenaline Rush, those are both EPTs unfortunately. Which is the main problem with Rush, it's an EPT which is a highly competitive slot.

That said I've used it on Howl before with my final point and found it saved her a few times either by letting her roll/evade after a K-turn or letting her K-turn twice in a row.

Edited by stmack

Heck, I run it on Howlrunner.

Ships whose survivability rely on actions do not want to die the first time they Koiogran.

if you have no other EPT you want, its very worth it for 1 point. I commonly put it on Howl to surivve the first kturn and also on wedge and luke so they can be completely menacing 100% of the time. well worth it. it really is worth 1 point.

I'm going to like Adrenaline Rush+Inertial Dampener for my Scums.

Another interesting option is not using it. It makes is much harder to predict where you will be ending up if you have all the red maneuvres available. Sure using it gives you a one time advantage, but delaying it as long as possible makes it more potent

Edit: And now I see that Deepspace5 pretty much says the same thing already...

Edited by sigidi

Whats so cool on his ability? He never gets used.

I use him, you might not.

Choose your K-turn, whats not to like? IMO movement abilities are more fun.

I like his ability for casual play, you know the games you play for the fun of it. ;)

I have used it on Vader a few times. To me it made its point back ( k turn shoot in the back )

I like it on HWK-290s, especially when running blaster turret. The ability to pull off a surprise speed 3 turn has proven fairly useful late game. Just have to wait for the opportune moment.

It is cool on Tetran Cowell, but Cowell is uncool.

....

hmmm ... Darth Vader:

Prevent losing his 2 actions after k-turning. Thats cool.

I feel offended, Tetran is one of the cool kids. ;)

I agree with Darth Vader, it might be nice on the scum aggressor and Starviper. Infinite white movement options.

It is not infinite white maneuvers unless there is some S&V card that keeps you from discarding it. It gives you the option to perform 1 red maneuver without stress so you can take an action or perform one read maneuver while stressed so you can get out of harms way.

Clearly it is best on ships with multiple red maneuvers and those that have red turns and banks. (Tie Defender, Bomber, B-wing HWK-290, and Y-wing w/ R2-D6 for rebels although R2 astromech might be a better option).

I'm going to like Adrenaline Rush+Inertial Dampener for my Scums.

Won't work... Inertial Dampener is a white maneuver and then you receive a stress.

So you can use it while stressed but you can't avoid getting the additional stress.

Awing Test pilot + SOT + AR gives you 1 free white SOT with an action. Anyone tired that?

Edited by Marinealver

I'm going to like Adrenaline Rush+Inertial Dampener for my Scums.

Won't work... Inertial Dampener is a white maneuver and then you receive a stress.

So you can use it while stressed but you can't avoid getting the additional stress.

Oh poop. And I suppose they wont have a stress dumping pilot like Yorr, will they?

I like it on Ibitsim. He likes to run with stress, so having it is a big deal. Opening up your dial on a b-wing is a huge deal. It is what makes Keyan so good.

I think it's decent on B-Wings, particularly Nera. Being able to take an action after pulling a 2 K turn is pretty powerful.

Love it on Vessery, that hard turn 1 is really important sometimes, and sticking it on a Defender means you arent as pressured to spend it immediately since there is less fear of you dying early while holding onto it