How Long Will He Last?

By Bohrdumb, in X-Wing

Keyan + Experimental Interface + Expose

He's sort of like really expensive munitions. Especially if you can fit Jan into your list. You could have a 6 dice attack with TL and a Stress(focus).

Edit: Was thinking of running

Wedge + R7T1 + Predator

Jake + Char + Test Pilot + PtL + Outmaneuver

Edited by Bohrdumb

Well that one dice Isn't that effective so he'll last two turns on average anyway.

Well that one dice Isn't that effective so he'll last two turns on average anyway.

If he can land 5 dice, then a single miss on a roll from a TIE , Int, Z, would be death.

Might work well with a Tanky Biggs kinda thing going on, then like you say Jan with further support.

Sensor Jammer might also provide him a little more longevity.

two turns at best

Don't over-load Keyan. B-wings are sturdy ships at 22 through 25 points, not so much at 36 given their tendency to lose all their shields in one round or so.

Also, first purchase for Keyan should always be advanced sensors. Nothing squeezes out a couple more turns like action rolling and arc-dodging/bumping into the ship that would have killed you

When I get my Rebel Aces, I plan on running:

Ibtisam

AS

VI

Tycho

CR

PtL

EH

ATP

EI

Keyan

Opportunist

AS

Iby (hopefully) strips tokens off of the target, leaving Tycho to flank, and Keyan using opportunist for a squad with a mean punch.

I used Expose on Gemmer Sojan to decent effect. I almost one shotted a Tie Interceptor, but it had Extra Hull mod and lived. Still, it fled 5 straight and landed on an asteroid and died, though. So, it worked out!

The problem with Expose on a low level ship is you don't know if/when you want to use it. I found I used Jan Ors with Squad Leader on her. She would go late and could pass her action to Gemmer if he wanted to use Expose. She can also give him another red die to roll. That's how I almost got that Interceptor. He was Range 1, Exposed, and Jan Orsed to have 5 attack dice.

It wasn't the most efficient list, but it was fun.

I wonder what a Rookie with R2-D6 would be like with Expose? He could fly conservatively and try to cover open spaces. His action can be the Expose. He might not be a high priority target if you have others around. Might work, but Expose costs too much. If it were a few less points, I can see it working.

I used Expose on Gemmer Sojan to decent effect. I almost one shotted a Tie Interceptor, but it had Extra Hull mod and lived. Still, it fled 5 straight and landed on an asteroid and died, though. So, it worked out!

The problem with Expose on a low level ship is you don't know if/when you want to use it. I found I used Jan Ors with Squad Leader on her. She would go late and could pass her action to Gemmer if he wanted to use Expose. She can also give him another red die to roll. That's how I almost got that Interceptor. He was Range 1, Exposed, and Jan Orsed to have 5 attack dice.

It wasn't the most efficient list, but it was fun.

I wonder what a Rookie with R2-D6 would be like with Expose? He could fly conservatively and try to cover open spaces. His action can be the Expose. He might not be a high priority target if you have others around. Might work, but Expose costs too much. If it were a few less points, I can see it working.

Rookies can't take R2-D6, for one thing :)

The other problem with Expose is that if it's your only action for the round, its expected damage is worse than Focus or Target Lock would be (except if you're starting with 1 or fewer attack dice).

However, if you're getting multiple offensive actions, Expose stacks with Focus or Target Lock more favorably than they stack with each other.

Still, we've basically decided that the Expose action it isn't worth 4 points, a loss of the EPT slot, and a lessening of agility for the round.

Compare it with an Engine Upgrade.

Boosting into Range 1 gets you the same bonus die (unless you're in Range 1 already), doesn't cost your EPT slot, doesn't lower your agility, and can also be used to gain/dodge shots where it would not be previously possible. Except for when both ships start at Range 1 and can't arc-dodge, this is strictly superior.

Edited by DraconPyrothayan

Keyan is very powerful, but also vulnerable to high PS pilots with good maneuverability. One false move and you end up facing the wrong direction with no way to shed that stress, making it so that his impressive firepower is useless for 2 rounds (if not more). I would not take such a loadout lightly (or without a very specific strategy to try and control the enemy's movements).

Keyan + Experimental Interface + Expose

Farlander benefits more from Expose than any other pilot in the game (he's got a free offensive action every time he stresses), and EI gives both that stress and the Expose without digging into his action economy. He's still free to barrel-roll, focus, and target-lock to his heart's content, at the expense of being expensive and squishy as hell.

That said, we can give him some protection...

Ladies and the Tramps:

Keyan Farlander

+ Experimental Interface

+ Expose

+ Enhanced Scopes

.-={37}=-.

Ibtisam

+ B-Wing/E2

+ Jan Ors

+ Advanced Sensors

+ Squad Leader

.-={36}=-.

Biggs Darklighter

+ R7 Astromech

.-={27}=-.

Ibtisam will be passing an Evade to Biggs with that Squad Leader at the start of the game.

Once he's dead, she'll either be using it to help Keyan or ignoring it, so that one of the two of them will be getting Jan's evade.

Enhanced Scopes is here purely so that we can do this with Ibtisam rather than Ten Nunb, buying us Biggs' R7 and, arguably, a better pilot ability.

Advanced Sensors is here for Ibtisam to gain some added mobility, and also so that she can pass her action before moving if we're at that stage.

Biggs has an R7 astromech, with which he'll stay alive for quite some time (supported by the ladies).

Edited by DraconPyrothayan

Still, we've basically decided that the Expose action it isn't worth 4 points, a loss of the EPT slot, and a lessening of agility for the round.

I really think it's the point cost. If it were 1 pt, you would probably see it every once in a while. No one wants to give up green dice, but Wedge might want to use every once in a while at that price. It's got such a negative associated with it normally that no one wants that AND pay the 4 pts.

Still, we've basically decided that the Expose action it isn't worth 4 points, a loss of the EPT slot, and a lessening of agility for the round.

I really think it's the point cost. If it were 1 pt, you would probably see it every once in a while. No one wants to give up green dice, but Wedge might want to use every once in a while at that price. It's got such a negative associated with it normally that no one wants that AND pay the 4 pts.

For expose to see any use beyond decimators, it really should have been a decision given at the start of combat or end of movement (no action required)

I used Expose on Gemmer Sojan to decent effect. I almost one shotted a Tie Interceptor, but it had Extra Hull mod and lived. Still, it fled 5 straight and landed on an asteroid and died, though. So, it worked out!

The problem with Expose on a low level ship is you don't know if/when you want to use it. I found I used Jan Ors with Squad Leader on her. She would go late and could pass her action to Gemmer if he wanted to use Expose. She can also give him another red die to roll. That's how I almost got that Interceptor. He was Range 1, Exposed, and Jan Orsed to have 5 attack dice.

It wasn't the most efficient list, but it was fun.

I wonder what a Rookie with R2-D6 would be like with Expose? He could fly conservatively and try to cover open spaces. His action can be the Expose. He might not be a high priority target if you have others around. Might work, but Expose costs too much. If it were a few less points, I can see it working.

Rookies can't take R2-D6, for one thing :)

The other problem with Expose is that if it's your only action for the round, its expected damage is worse than Focus or Target Lock would be (except if you're starting with 1 or fewer attack dice).

However, if you're getting multiple offensive actions, Expose stacks with Focus or Target Lock more favorably than they stack with each other.

Still, we've basically decided that the Expose action it isn't worth 4 points, a loss of the EPT slot, and a lessening of agility for the round.

Compare it with an Engine Upgrade.

Boosting into Range 1 gets you the same bonus die (unless you're in Range 1 already), doesn't cost your EPT slot, doesn't lower your agility, and can also be used to gain/dodge shots where it would not be previously possible. Except for when both ships start at Range 1 and can't arc-dodge, this is strictly superior.

Which is why I think triggering it off of EI works out pretty nicely.

I can still Barrel Roll or Target Lock. I generate the much needed Stress-Focus, and add an extra attack die. At R1, that's 5 dice.

Keyan becomes the epitome of a glass cannon, but he is completely reliable in his weakness. No botched green rolls to worry about. I'd consider starting him slow, bringing him a little late to the fight. Heck, build him up to 40 points and bring him in with Super Dash.

I was also considering running him with Corran or someone equally nasty in the fuzz. Focus on Target A and Keyan sweeps in and crushes your flank. Focus on Keyan, and Target A survives too long for you to be able to handle them effectively.

I think Keyan with Opportunist wins over Expose. Opportunist meshes with his ability. Throw in Wes to get rid of any focus or evade tokens and you can activate it every round. It also doesn't cost an action or lower your agility.

I ran Keyan with Opportunist, B-Wing/E2, and C-3PO to good effect recently.

I think Keyan with Opportunist wins over Expose. Opportunist meshes with his ability. Throw in Wes to get rid of any focus or evade tokens and you can activate it every round. It also doesn't cost an action or lower your agility.

I ran Keyan with Opportunist, B-Wing/E2, and C-3PO to good effect recently.

I have neither Wes nor C3P0.

Sensor Jammer might also provide him a little more longevity.

+1