Bored, bored, bored... What's everyone's favourite Systems Upgrade?

By HoundsTooth, in X-Wing

Been playing around a lot recently with Imperial builds, in particular Shuttles and Phantoms. A major part of modifying these particular vessels are the Systems Upgrades. As I've been spending more and more time looking at the various combinations I've come to realise that the Systems Upgrades are probably my favourite type of upgrade. I think this is due to my playing 'generics' more than named pilots so I don't often spend much time thinking about Elite Pilot Talents as much (EPT's seem to be discussed a lot more).

So... What is everyone's favourite Systems Upgrade, what ships does it work well with and what 'tactics' does it open up for you in-game?

FCS. Nothing more efficient than a simple free TL, helps Corran activate his ability, helps Whisper do the cloaked F+E, helps HLC Bwings land strings of 4s, helps Jendon give out his lock, helps Yorr remain relevant in combat when sucking 3 stress tokens, helps Shuttles combo with gunner or ion cannon, often said to be the magical fix for TIEadvanced, all for a measly 2 points.

cant get any better than that.

Honestly, they're all pretty useful.

Advanced Sensors is ace on any ship with red maneuvers, letting you get your action off before you stress yourself, or reposition with boost or barrel roll before you move. B-Wings love it.

FCS is great for maximising damage output and sustained fire on a single target (so long as you can keep it in arc). It's pretty cheap, too.

Sensor Jammer is probably a little underrated, but it can really ramp up the survivability of a ship so long as you're able to strip tokens before you take fire - I like to run it on high PS pilots who'll be shooting first before return fire.

Haven't had any experience with Advanced Scopes or Accuracy Corrector to date, but Scopes looks like it'll help prevent you being blocked and Accuracy Corrector can instantly turn a bad roll into a good one if you're without actions.

Advanced Sensors, as I am a mobility junkie.

FCS next

There are options for using Enhanced Scopes. It's brilliant if you need to rearrange pilot skills and Veteran's Instinct won't do.

It also is great with an Intelligence Agent, as you still get the knowledge of where they'll be, with the additional benefit of making sure that your maneuver is uninterruptable.

And then there's Accuracy Correcter.

It is a "May", so it can only improve your damage. Similarly, if there's ever an instance where missing is advantageous (here's looking at you, Flechette + Failsafe vs a Phantom), you can force that scenario as well.

I am interested in comparing it to FCS as far as its damage increase: Is the benefit of fixing the damage with the Correcter against any ship really one point better than the free Target Lock against the ship you attacked last turn?

All good points, so far. I like FCS, as I do run the Great White Bovines from time to time. Though I will admit to really liking the AS, as making your action first then doing a red move is awesome.

For blockers, the Enhanced Scopes is gonna be a very nice use of this aspect, and for 2 guaranteed hits, the AC is a nice upgrade.

So.. AS I think is it, just don't use it much as the FCS is better on the Buzzsaws..

The Sensors slot is probably my favorite upgrade slot available.
EPTs are probably more valuable, and Astromechs and Crew have some truly excellent options as well, but I don't think anything else has as many winners.

Advanced Sensors on a low PS ship, like the Blue or Dagger Squadron B-Wing. I love the blocking ability it has, the ability it has to K-Turn and still have taken an action, and the power it adds to a ship for three points.

No-ones mentioned 'Tactical Jammers' yet. Only 1pt but (though I've got two to try out on my Shuttles) I'm not sure of the benefits yet.

There are options for using Enhanced Scopes. It's brilliant if you need to rearrange pilot skills and Veteran's Instinct won't do.

It also is great with an Intelligence Agent, as you still get the knowledge of where they'll be, with the additional benefit of making sure that your maneuver is uninterruptable.

I like your thinking... I've recently been thinking of 'Linebacker' Shuttles - Intel Agent, Navigator, Enhanced Scopes and Anti-Pursuit Lasers. Potentially 'ouch'! ;)

No-ones mentioned 'Tactical Jammers' yet. Only 1pt but (though I've got two to try out on my Shuttles) I'm not sure of the benefits yet.

There are options for using Enhanced Scopes. It's brilliant if you need to rearrange pilot skills and Veteran's Instinct won't do.

It also is great with an Intelligence Agent, as you still get the knowledge of where they'll be, with the additional benefit of making sure that your maneuver is uninterruptable.

I like your thinking... I've recently been thinking of 'Linebacker' Shuttles - Intel Agent, Navigator, Enhanced Scopes and Anti-Pursuit Lasers. Potentially 'ouch'! ;)

This.. I've also been thinking along these lines. A couple Bovines to block with APL, Nav, IA and ES.. I think that with a buzzsaw, or a couple squints might be a fun list. Run the 'linebackers' (love that lol) from the corners to the middle and the buzzsaw or squints up the middle at a slow pace.. cross the backers in the middle and slam some ships, and with strategic maneuvering get them to take out a few ships with APL and close shots on target.. fun, fun, fun...

I used to be huge on AdvS, with the argument that I ended up with more actions out of it by not losing actions via Red and bumping than I would with FCS (which loses actions via not shooting at the same ship, or having the ship die before you can shoot at it again).

But then I found myself spending the AdvS action more often as a BR for "positioning" and then not having anything to modify my attack. While originally I thought that it was better to work this way, in reality, I was doing suboptimal moves the previous turn knowing I could bail myself out, and trying to fly super fancy, which really doesn't work that well at PS2 and 4 (Blues and Daggers are the primary pilot I use with AdvS).

So now I would have to say FCS. It's great against Fat Han, allows one to BR without feeling like you're leaving your shot completely up to luck, and allows for deadly 4 dice attacks when coupled with F.

At the start of W3, I was trying a "Ninja Ibby" list that utilized SJ and prototype blockers. I might have to revisit that now that I have 4 more points to work with due to the Chaardan Refit. I feel like SJ can work well on either mid PS (read 5-8) ships that will not be moving last, and can use maneuvers and actions to force the opponent to use actions to Bst or BR, leaving them without a focus for attack, or leaving them without an attack. I feel like it doesn't work as well on low PS pilots for the same argument as why it's silly to put a SD on DC - you're just making a lesser target even less desirable. And then I don't feel like it does a good job on high PS pilots as your opponent will be less likely to spend an action. And I think it would be even better if you have blockers, either via ORS or Prototype/Academies.

Which brings me to the next one, the enhanced scopes, which would allow SJ to work even better!

Accuracy corrector I feel like is a waste of 2 points. Without running actual numbers, on low agility ships, I'd prefer the FCS to stack more damage the following turn since they're going to be around for awhile. On high agility ships, I'd prefer the FCS because 2 hits is unlikely to get pushed through anyways, and I'm going to need that TL the next turn to push through 3 hits.

For Sensor Jammer, if you turn someone's hit into an eyeball.......if they had spent Focus, does it turn it into a hit? I know it's:

1 - Attacker Modifies dice

2 - Defender Modifies dice

I just don't know if Focus is just "all eyeballs at that moment"? Or is it "All eyeballs that turn"?

If they had an eyeball, but didn't use it when they fired, they can't go back and change it, so that's a neat trick. Let's say they roll all hits and don't spend it, so you can change one to eyeball and they don't get the option to spend it at that point.

Ships with Systems:

REBELS

B-wing

E-wing

Empire

Lambda Shuttle

Tie Phantomt

I'm surprised the Decimator or YT-1300 didn't get them.

h'Okay. Lemme break down each of them in-depth.

Advanced Sensors let you perform your action before executing your maneuver. This has two profound effects.

  • Your action cannot be lost due to your maneuver
    • Collisions do not effect your action economy
    • Stress does not effect your action economy
  • You can perform repositional actions before your maneuver, changing where you'll end up.
    • Particularly potent when combined with the above. B-Wings with Adv Sensors and Engine Upgrades were the first ships with Segnor Loops, but they had the option to do it as either direction, or with a barrel-roll instead, or a 4 koiogran, or a 2 koiogran with a Focus/Target Lock. And so on for the other Reds.

Fire-Control Systems straight up give you a free-action, assuming you're going to attack that ship again. That's a pretty good bet in most circumstances, and is bloody incredible if you get multiple attacks in a turn (Corran Horn, Gunner, Cluster Missiles, et c.). It is simply good, and doesn't take that much skill to use effectively.

Enhanced Scopes is a bit of an odd duck. It has three primary advantages that are actually fairly difficult to use.

  • It rearranges Pilot Skill.
  • It allows you to move before anyone else. Particularly useful when you use Intelligence Agent, as you'll definitely get to complete your maneuver and gain your action, and you'll still know how to use your actions properly as well.
  • Used en-masse, it lets you use your entire fleet at the same PS during activation. If you've played a Swarm or the Rogue PS 6 Synergy fleet, you know how useful this can be. Moreover, this is a potential key-stone in building the Ideal Fortress, one of my more unpopular X-Wing obsessions.

Accuracy Corrector is the newest one. We still need to crack it fully. However, I've gone over it's bits and bobs in my first post.

Edited by DraconPyrothayan

No-ones mentioned 'Tactical Jammers' yet. Only 1pt but (though I've got two to try out on my Shuttles) I'm not sure of the benefits yet.

There are options for using Enhanced Scopes. It's brilliant if you need to rearrange pilot skills and Veteran's Instinct won't do.

It also is great with an Intelligence Agent, as you still get the knowledge of where they'll be, with the additional benefit of making sure that your maneuver is uninterruptable.

I like your thinking... I've recently been thinking of 'Linebacker' Shuttles - Intel Agent, Navigator, Enhanced Scopes and Anti-Pursuit Lasers. Potentially 'ouch'! ;)

This.. I've also been thinking along these lines. A couple Bovines to block with APL, Nav, IA and ES.. I think that with a buzzsaw, or a couple squints might be a fun list. Run the 'linebackers' (love that lol) from the corners to the middle and the buzzsaw or squints up the middle at a slow pace.. cross the backers in the middle and slam some ships, and with strategic maneuvering get them to take out a few ships with APL and close shots on target.. fun, fun, fun...

My initial thoughts were along the lines of:-

  • Omicron Group Pilot + Enhanced Scopes + Navigator + Intelligence Agent + Anti-Pursuit Lasers
  • Omicron Group Pilot + Enhanced Scopes + Navigator + Intelligence Agent + Anti-Pursuit Lasers
  • Black Squadron Pilot + Wingman
  • Black Squadron Pilot + Wingman
  • Academy Pilot

Two right royal pains in the butt along with stress relieving BSPs and enough points left over for an annoying blocker too!

No-ones mentioned 'Tactical Jammers' yet. Only 1pt but (though I've got two to try out on my Shuttles) I'm not sure of the benefits yet.

There are options for using Enhanced Scopes. It's brilliant if you need to rearrange pilot skills and Veteran's Instinct won't do.

It also is great with an Intelligence Agent, as you still get the knowledge of where they'll be, with the additional benefit of making sure that your maneuver is uninterruptable.

I like your thinking... I've recently been thinking of 'Linebacker' Shuttles - Intel Agent, Navigator, Enhanced Scopes and Anti-Pursuit Lasers. Potentially 'ouch'! ;)

Int Agent, Navigator, Enhanced Scopes, Anti-Pursuit Lasers. Oh my, what's this missing?

Well, if only we could get it Stay On Target, but that's currently unworkable. Pity.

Also, if you scrap the Scopes, you can do 3 of this with Outer Rim Smugglers at PS 1 (instead of PS 0). Almost as much of a guarantee, but has a substantially better dial for Navigation.

Of course, your way, you have 16 more points to spread around... Let's find out what those new cannons will do, eh?

Although you could use 3x Autoblasters to fairly good effect with the combo, or possibly Ion Cannons and upgrading one or two of your pilots....

FCS with R7 astromech is interesting. So, you fire at the enemy and then get a free TL. If they shoot at you, R7 can make them re-roll any dice they get. They can't modify those dice after the fact. So, you have the chance to really mess with their ability to hit you. Not bad....

No-ones mentioned 'Tactical Jammers' yet. Only 1pt but (though I've got two to try out on my Shuttles) I'm not sure of the benefits yet.

There are options for using Enhanced Scopes. It's brilliant if you need to rearrange pilot skills and Veteran's Instinct won't do.

It also is great with an Intelligence Agent, as you still get the knowledge of where they'll be, with the additional benefit of making sure that your maneuver is uninterruptable.

I like your thinking... I've recently been thinking of 'Linebacker' Shuttles - Intel Agent, Navigator, Enhanced Scopes and Anti-Pursuit Lasers. Potentially 'ouch'! ;)

This.. I've also been thinking along these lines. A couple Bovines to block with APL, Nav, IA and ES.. I think that with a buzzsaw, or a couple squints might be a fun list. Run the 'linebackers' (love that lol) from the corners to the middle and the buzzsaw or squints up the middle at a slow pace.. cross the backers in the middle and slam some ships, and with strategic maneuvering get them to take out a few ships with APL and close shots on target.. fun, fun, fun...

My initial thoughts were along the lines of:-

  • Omicron Group Pilot + Enhanced Scopes + Navigator + Intelligence Agent + Anti-Pursuit Lasers
  • Omicron Group Pilot + Enhanced Scopes + Navigator + Intelligence Agent + Anti-Pursuit Lasers
  • Black Squadron Pilot + Wingman
  • Black Squadron Pilot + Wingman
  • Academy Pilot
Two right royal pains in the butt along with stress relieving BSPs and enough points left over for an annoying blocker too!

Nice, I hadn't thought of the BSPs. Though my new interest is BSPs with Intimidation, maybe one of each.. Intimidation and Wingman.. hmmmm

I like this list though, I had been thinking 2 low PS squints... I think I might give this a try Friday.. see how it flys.

Honestly, all of them have their uses and I like them all. If only A-Wings could take them... the one I'd say I like the least would be Scopes because in general I like to move after my opponent and plan around them. However, I have recently learned the value of blocking and the anti-pursuit shuttle looks like a fun and interesting piece to use. :3

I like this list though, I had been thinking 2 low PS squints... I think I might give this a try Friday.. see how it flys.

I was planning on flying this tonight but I've had to cancel my game. Let me know how it goes on Friday! if it's got legs I was thinking of calling it "All Up in Your (cattle) Grill!" :D

Edited by HoundsTooth

FCS with R7 astromech is interesting. So, you fire at the enemy and then get a free TL. If they shoot at you, R7 can make them re-roll any dice they get. They can't modify those dice after the fact. So, you have the chance to really mess with their ability to hit you. Not bad....

Yes they can. They cannot reroll them, but they can modify them with a focus token (or stress token via Keyan) or Marksmanship.

FCS with R7 astromech is interesting. So, you fire at the enemy and then get a free TL. If they shoot at you, R7 can make them re-roll any dice they get. They can't modify those dice after the fact. So, you have the chance to really mess with their ability to hit you. Not bad....

Yes they can. They cannot reroll them, but they can modify them with a focus token (or stress token via Keyan) or Marksmanship.

Not if you follow the rules:

1) Attacker modifies dice

2) Defender modifies dice.

So, if they fire and don't spend their Focus, they can't modify it in any way. It happens in order. You can't have the attacker modify....then the defender....and then the attacker again.

Run the 'linebackers' (love that lol) from the corners to the middle...

'Fraid I can't take credit for that though... That name came from bubblepopmei!

I like this list though, I had been thinking 2 low PS squints... I think I might give this a try Friday.. see how it flys.

I was planning on flying this tonight but I've had to cancel my game. Let me know how it goes on Friday! if it's got legs I was thinking of calling it "All Up in Your (cattle) Grill!" :D

Haha, that's awesome.. I tweeked it slightly, took Yorr, lost the Academy, but adde the title to one of them and gave the TIEs stealth devices. Also, one each on the BSPs, intimidation, and wingman.. just to see..

I'm really looking forward to fridays games.. haha

I prefer my Shuttles to be the Vanilla variety... And I'm also a little 'weird' about symmetry so I'm sticking with the list as is for the moment! ;)

Nice, I hadn't thought of the BSPs. Though my new interest is BSPs with Intimidation, maybe one of each.. Intimidation and Wingman.. hmmmm

Mine is with Ruthlessness. A swarm or mini-swarm of TIEs that all deal Splash-damage... glorious :D

Edited by DraconPyrothayan

I never use a B withouth FCS. It's just a steal.