An interesting combo: Experimental Farlander

By DraconPyrothayan, in X-Wing

Keyan Farlander can spend stress as though it were an offensive focus token.

Experimental Interface gives a stress to perform a fresh action not from your action bar; acting as the other half of Push the Limit, but as a modification rather than as an EPT.

That means that Keyan Farlander can spend 3 extra points to use any action-based EPTs without a loss of action economy. Indeed, he gains the equivalent of a focus token in doing so!

Our options are Expert Handling, Squad Leader, Daredevil, Marksmanship, and Expose.

These become:

5 points: After performing an action, you may perform a free barrel-roll action, remove an enemy's target lock from your ship, and gain a free Farlander-stress.

Verdict: Very useful, but outshone by Push the Limit.

5 points: After performing an action, you may have an ally at Range 1-2 perform a free action. Then, gain a free Farlander-stress.

Verdict: This basically adds 2 bonus actions to your fleet. Extremely good.

6 points: After performing an action, you may perform a 1 turn maneuver. If you do, roll 2 dice of damage against yourself, and gain two Farlander-stresses.

Verdict: Marginally useful, but the penalties are far too severe. Don't do this.

6 points: After performing an action, you may gain a free offensive focus, and one of the altered results will crit instead of hit. Then, gain a free Farlander-stress.

Verdict: Anti-synergy. Marksmanship is functionally identical to the stress here. 0 stars.

7 points: After performing an action, you may increase your primary weapon's value by 1, reduce your agility by 1, and gain a free Farlander-stress.

Verdict: Surprisingly good. Focus/Stress + Target Lock isn't as good as Focus/Stress + Bonus Die, but all three together are murder.
With the rest of your squad working together to keep him alive, this can do some serious work. Best use of Expose thus far.

Also, it gives you the damage output of an HLC for the price of an HLC, but also with the ability to Crit naturally, a Farlander Stress and 5 dice at Range 1, for the cost of -1 agility and +1 agility to your opponents at Range 3. Higher expected damage all around on this.

Will you be running Squad Leader and Expose again, after so many years of them being relegated to the "bad card" section of your collection? I'll be trying it out, m'self :)

Inspired by Borhdom's "How long will he last"

You need to reread Squad Leader. ;)

Inspired by Borhdom's "How long will he last"

I'd like to thank the Academy... pilots who died last night to Keyan who happily Exposed himself.

You need to reread Squad Leader. ;)

Action: Choose 1 ship at Range 1-2 that has a lower pilot skill than you.

The chosen ship may immediately perform 1 free action

I didn't mention that the ship in question has to be at a PS of <7, or that it could potentially be an enemy ship, but other than that I see no flaw in my logic.

My math is including the Farlander-Stress as an action, because it's basically a focus for a 1 agility ship.

Edited by DraconPyrothayan

Also, holy crap, you can Squad Leader enemy ships! This changes everything in Furball!

"Oh, you're shooting at that guy? I want him hurt more, so take this with you".

Action: Choose 1 ship at Range 1-2 that has a lower pilot skill than you.

The chosen ship may immediately perform 1 free action

I didn't mention that the ship in question has to be at a PS of <7, or that it could potentially be an enemy ship, but other than that I see no flaw in my logic.

Exactly, "as an action", not "after you perform an action."

Action: Choose 1 ship at Range 1-2 that has a lower pilot skill than you.

The chosen ship may immediately perform 1 free action

I didn't mention that the ship in question has to be at a PS of <7, or that it could potentially be an enemy ship, but other than that I see no flaw in my logic.

Exactly, "as an action", not "after you perform an action."

The "After you perform an Action" comes from Experimental Interface, as does the stress.

Who needs to re-read cards now? ;-)

Edited by DraconPyrothayan

Expose is nice on the Decimator but I'd never put it on anything else. Especially anything with a cannon slot.

I feel like for the 7 points for expose and experimental interface, you could just throw on an HLC

I feel like for the 7 points for expose and experimental interface, you could just throw on an HLC

I did break down the difference.

Here it stated plainly:

For 7 points:

Heavy Laser Cannon loses its natural crits, does nothing at Range 1, loses 1 action, and turns an otherwise neutered crit into a problem (Munitions Failure).

Expose + Experimental Interface lowers your agility by 1, maintains the target's bonus die at Range 3, and makes an already disastrous crit worse (Injured Pilot).

For more than 7 points, HLC improves with the addition of more modifications and EPTs moreso than the Exes improve with the addition of a Cannon slot.

Still the fact that this is a viable argument means that this combo is surprisingly good.

I feel like for the 7 points for expose and experimental interface, you could just throw on an HLC

But that doesn't give you the stress Farlander wants.

Personally would not bother

Expose not only makes Farlander even more vulnerable to a death by a thousand things (at range 3 you can at least dodge some damage with 1 agility) but it makes him a hell of a lot more tempting target.

It might getting naggy at this point, given how much I repeat it, but Farlander first and foremost needs Advanced Sensors. Everything else is quite optional, since he runs very well at a solid 32 points becoming basically a B-wing with no red on his dial and a free red focus. The plentiful red maneuvers at a B-wing's disposal are more than enough to generate stress, and not taking them very easily throws opponents off.

If you want a better use of E.I, take a gander at Ibs who can increase her own survivability with either marksmanship or Squad leader (don't do expose or you'll waste her defensive re-roll :()

Edited by ficklegreendice

Also, holy crap, you can Squad Leader enemy ships! This changes everything in Furball!

"Oh, you're shooting at that guy? I want him hurt more, so take this with you".

Nice spot - I had visions of causing an enemy ship to boost or BR into your arc, or out of theirs.

However as it's your opponent's ship they're still the one choosing the action - there's nothing that says that you choose the action yourself. They're able to select what they want, or even just say no (due to the "...may..." wording).

So yes technically you can give an enemy ship a free action - but I can't think of many reasons to do so :P

Edited by Hedgehogmech

Looking at this, I'm leaning more toward Squad Leader + a Sensor Jammer for extra defensiveness. Maybe pair him up with Airen Cracken + Swarm tactics and see what else I can fit in there. Or possibly with Lando.

Personally would not bother

Expose not only makes Farlander even more vulnerable to a death by a thousand things (at range 3 you can at least dodge some damage with 1 agility) but it makes him a hell of a lot more tempting target.

It might getting naggy at this point, given how much I repeat it, but Farlander first and foremost needs Advanced Sensors. Everything else is quite optional, since he runs very well at a solid 32 points becoming basically a B-wing with no red on his dial and a free red focus. The plentiful red maneuvers at a B-wing's disposal are more than enough to generate stress, and not taking them very easily throws opponents off.

If you want a better use of E.I, take a gander at Ibs who can increase her own survivability with either marksmanship or Squad leader (don't do expose or you'll waste her defensive re-roll :()

Hmmmmm..... Ibby with EI, Squad Leader, and Sensor Jammer + Cracken with Swarm Tactics + 2x Rookie Pilots comes to exactly 100 points

I'm still not entirely sold on Experimental Interface on Farlander. I like some of the combos, I think there's some real neat things going on with a couple of them in particular, but it appears to me a path down which it becomes far too easy to spend even more points on a single PS7 B-Wing pilot.

He has a great ability, and not occupying his EPT slot with PtL is nice, but you've got some decent options to generate stress just from the dial if you really need it; that 1-Turn will do in a pinch, and being able to actually use the 3-Bank is a nice change!

I agree that Advanced Sensors is probably the most cost-effective way to get extra punch out of your usual Farlander, especially if you can take a Target Lock. At PS7, you might be looking at a clutch pre-maneuver Barrel Roll once or twice a game, too. Focus is okay if you're expecting a Range 3 or obstructed shot back, but it's probably going to be one of the other two more than anything.

Again, I think Experimental Interface is a neat but expensive option. I want to run Keyan opposite Jake with the following:

Keyan Farlander (29)

-Advanced Sensors (3)

-Stay on Target (2)

And call it good! He comes to 34 points, which is still significant, but once the shooting starts you can always set your dial to a red maneuver of the desired speed and hop around as needed. You almost can't block him, and you can't dodge him without PS7+. You can outrun him (curse you Rendar!) but that's what Jake would be making up for, ideally. I think he has the capacity to arc-dodge any generic ship in the game, sans turrets, so he can really punish any unnamed pilot.

Personally would not bother

Expose not only makes Farlander even more vulnerable to a death by a thousand things (at range 3 you can at least dodge some damage with 1 agility) but it makes him a hell of a lot more tempting target.

It might getting naggy at this point, given how much I repeat it, but Farlander first and foremost needs Advanced Sensors. Everything else is quite optional, since he runs very well at a solid 32 points becoming basically a B-wing with no red on his dial and a free red focus. The plentiful red maneuvers at a B-wing's disposal are more than enough to generate stress, and not taking them very easily throws opponents off.

If you want a better use of E.I, take a gander at Ibs who can increase her own survivability with either marksmanship or Squad leader (don't do expose or you'll waste her defensive re-roll :()

I personally don't like the idea of needing to rely on my dial for the stress.

And every die you can throw at a ship that exceeds their agility roll gets you one step closer to a one-shot kill. I do think you have to be careful with this Farlander, leaving him out to dry is far too easy, and he'll crumble far too quickly.

However, leave me a shot on your TF, TI, or Z and I'm liable to one shot it with 5 dice TL'ed and Stress(Focused). You roll 1 blank and it's over.

A bad roll on an Xwing and it's done.

If anything, I think his biggest issue would be ions.

Also, holy crap, you can Squad Leader enemy ships! This changes everything in Furball!

"Oh, you're shooting at that guy? I want him hurt more, so take this with you".

Nice spot - I had visions of causing an enemy ship to boost or BR into your arc, or out of theirs.

However as it's your opponent's ship they're still the one choosing the action - there's nothing that says that you choose the action yourself. They're able to select what they want, or even just say no (due to the "...may..." wording).

So yes technically you can give an enemy ship a free action - but I can't think of many reasons to do so :P

Giving it to a TIE may not be helpful, but if you're already out of their arc, or if the target has low agility like a shuttle, it could be worth the trade.

I'm still not entirely sold on Experimental Interface on Farlander. I like some of the combos, I think there's some real neat things going on with a couple of them in particular, but it appears to me a path down which it becomes far too easy to spend even more points on a single PS7 B-Wing pilot.

He has a great ability, and not occupying his EPT slot with PtL is nice, but you've got some decent options to generate stress just from the dial if you really need it; that 1-Turn will do in a pinch, and being able to actually use the 3-Bank is a nice change!

I agree that Advanced Sensors is probably the most cost-effective way to get extra punch out of your usual Farlander, especially if you can take a Target Lock. At PS7, you might be looking at a clutch pre-maneuver Barrel Roll once or twice a game, too. Focus is okay if you're expecting a Range 3 or obstructed shot back, but it's probably going to be one of the other two more than anything.

Again, I think Experimental Interface is a neat but expensive option. I want to run Keyan opposite Jake with the following:

Keyan Farlander (29)

-Advanced Sensors (3)

-Stay on Target (2)

And call it good! He comes to 34 points, which is still significant, but once the shooting starts you can always set your dial to a red maneuver of the desired speed and hop around as needed. You almost can't block him, and you can't dodge him without PS7+. You can outrun him (curse you Rendar!) but that's what Jake would be making up for, ideally. I think he has the capacity to arc-dodge any generic ship in the game, sans turrets, so he can really punish any unnamed pilot.

E2 and Nien Numb and chase him down! :)

E2 and Nien Numb and chase him down! :)

Sort of? 4-Straight is already red, which Keyan prefers. Especially with Advanced Sensors giving him an action as well. But Dash can just move too far with Boost and Barrel Roll, and he doesn't even have to use a white maneuver to do it! Plus, B-Wings don't like being on the receiving end of a Heavy Cannon; I'd probably just use Jake to pursue and try to stay at Range 1, although initiative is a concern.

Edited by Tsiegtiez

Personally would not bother

Expose not only makes Farlander even more vulnerable to a death by a thousand things (at range 3 you can at least dodge some damage with 1 agility) but it makes him a hell of a lot more tempting target.

It might getting naggy at this point, given how much I repeat it, but Farlander first and foremost needs Advanced Sensors. Everything else is quite optional, since he runs very well at a solid 32 points becoming basically a B-wing with no red on his dial and a free red focus. The plentiful red maneuvers at a B-wing's disposal are more than enough to generate stress, and not taking them very easily throws opponents off.

If you want a better use of E.I, take a gander at Ibs who can increase her own survivability with either marksmanship or Squad leader (don't do expose or you'll waste her defensive re-roll :()

I personally don't like the idea of needing to rely on my dial for the stress.

And every die you can throw at a ship that exceeds their agility roll gets you one step closer to a one-shot kill. I do think you have to be careful with this Farlander, leaving him out to dry is far too easy, and he'll crumble far too quickly.

However, leave me a shot on your TF, TI, or Z and I'm liable to one shot it with 5 dice TL'ed and Stress(Focused). You roll 1 blank and it's over.

A bad roll on an Xwing and it's done.

If anything, I think his biggest issue would be ions.

I'll trade a Z for a +7 or more Keyan any day :P Dude would have to swat down 3 of them before making his points back.

B-wings just aren't a ship you can fatten up because they don't have the durability nor mobility of either of the YTs, especially if you're generating stress for an attack instead of for making a red maneuver (which would be waste of 7 points because you're not using the upgrades). This leads them to getting focus-fired rather trivially, especially considering the 1 agility. With a 36 point price tag, you would easily justify your opponent tossing a round's worth of firepower at him.

At most, Sensors + PTL if you need to constantly trigger stress but imo it's not necessary. It's more of a decision, taking either an optimal farlander or a farlander that lets you run with a very sizable squad. Hell, you sit Farlander in the middle of the table and he'll be k-turning all day, anyway.

Edited by ficklegreendice

So, I've been on a kick taking out all the new toys for a spin. I decided to give your idea a go.

I ran:

Jan Ors (Moldy Crow, Kyle Katarn, Blaster Turret, Engine Upgrade) - 36

Keyan Farlander (Expose, Experimental Interface) - 39

Biggs - 25

100 points

I faced:

Blue (FCS) X 2 - 48

Prototype (Chardaan Refit) - 15

Horton Salm (Ion Cannon Turret, R2D6, Veteran Instincts, Engine Upgrade) - 36

99 points.

He gave me the initiative. The rocks were fairly loose, we dove in with his proto on one flank, Horton on the other, and the 2 Bs in front. The first two volleys were disastrous, losing Biggs and 2 Shields from Farlander while inflcting only 2 damage to shields (1 Horton, 1 B wing). However, Biggs lasted long enough to get Farlander through the first pass in one piece. At that point, I K-turned Farlander (he was holding a lock he had grabbed previously), and began orbiting with Jan. HWK clear stress for a focus with Kyle, focus, Keyan barrel roll or focus then Expose for stress, Jan shoots, Keyan shoots, stress Jan, spend Keyan stress, etc. Farlander hit like a freight train. He hit the damaged B for 4 (4 dice with "focus" vs 1 actionless) the round he K-Turned, then started hitting ships with 5 or 6 target lock + "focus" dice. Jan kept firing with the Blaster turret every round as well. Horton went down with 2 shots from Farlander, while only dealing 2 ion hits in return. The B-Wing took 1 shot from Farlander, 1 from Jan, and a second Jan shot the next turn. The A-Wing died in a single shot from each.

The verdict is that Experimental Expose Farlander hits like a freight train and can completely dominate IF he survives the first pass relatively intact. The ability to barrel roll and still trigger expose lets him keep ships in his sights, and with or without Jan he causes major wreckage (and with her, it's crazy powerful). 5 or 6 dice effectively Target Locked and Focused turn after turn does not leave a lot of survivors.

Fun list. I'm not going to say it is tourney worthy, because once Biggs is down it would be awfully easy to focus Farlander away, but it is a good time and a solid mid-tier list. Thank you for the suggestion.

Edited by KineticOperator

So, I've been on a kick taking out all the new toys for a spin. I decided to give your idea a go.

I ran:

Jan Ors (Moldy Crow, Kyle Katarn, Blaster Turret, Engine Upgrade) - 36

Keyan Farlander (Expose, Experimental Interface) - 39

Biggs - 25

100 points

I faced:

Blue (FCS) X 2 - 48

Prototype (Chardaan Refit) - 15

Horton Salm (Ion Cannon Turret, R2D6, Veteran Instincts, Engine Upgrade) - 36

99 points.

He gave me the initiative. The rocks were fairly loose, we dove in with his proto on one flank, Horton on the other, and the 2 Bs in front. The first two volleys were disastrous, losing Biggs and 2 Shields from Farlander while inflcting only 2 damage to shields (1 Horton, 1 B wing). However, Biggs lasted long enough to get Farlander through the first pass in one piece. At that point, I K-turned Farlander (he was holding a lock he had grabbed previously), and began orbiting with Jan. HWK clear stress for a focus with Kyle, focus, Keyan barrel roll or focus then Expose for stress, Jan shoots, Keyan shoots, stress Jan, spend Keyan stress, etc. Farlander hit like a freight train. He hit the damaged B for 4 (4 dice with "focus" vs 1 actionless) the round he K-Turned, then started hitting ships with 5 or 6 target lock + "focus" dice. Jan kept firing with the Blaster turret every round as well. Horton went down with 2 shots from Farlander, while only dealing 2 ion hits in return. The B-Wing took 1 shot from Farlander, 1 from Jan, and a second Jan shot the next turn. The A-Wing died in a single shot from each.

The verdict is that Experimental Expose Farlander hits like a freight train and can completely dominate IF he survives the first pass relatively intact. The ability to barrel roll and still trigger expose lets him keep ships in his sights, and with or without Jan he causes major wreckage (and with her, it's crazy powerful). 5 or 6 dice effectively Target Locked and Focused turn after turn does not leave a lot of survivors.

Fun list. I'm not going to say it is tourney worthy, because once Biggs is down it would be awfully easy to focus Farlander away, but it is a good time and a solid mid-tier list. Thank you for the suggestion.

I might go for

Keyan + EI + Expose (36)

Jan + Blaster + Recon (32)

Biggs + R2D2 + Hull (32)

I agree it likely isn't top tier meta, but it could be interesting if there's a better list for it.

I am tempted to try that EI / Squad Leader combo on Cracken. 24 points seems fair for a PS8 ship that can pass out two actions while retaining a focus for defense.