But the Prox mine is a MINE, not a bomb.
Don't do that, there are people who will read that and think that's a legitimate distinction.
The FAQ also specifically identifies prox mines as bombs.
But the Prox mine is a MINE, not a bomb.
Don't do that, there are people who will read that and think that's a legitimate distinction.
The FAQ also specifically identifies prox mines as bombs.
Ruthlessness with Assault Missles or Cluster Missles... Some innocent bystander is going to take 2 automatic damage.
Experimental Interface + Proximity Mines allows you to drop the mines for a stress token, rather than an action. It's really only worth doing with the Andrasta title (and maybe not even then), but it works.
And if people didn't know about Keyan + Opportunist, do they know about Ibtisam + Elusiveness?
Be very afraid of Keyan with Advanced sensors + ordnance. I always run him with SoT too, for the backup stress-ability and added maneuverability. Makes it significantly easier to get into range 1, and the quintessential focused-APT becomes incredibly dangerous with the pseudo-focus
I've never tried this, but it looks good in theory(well, my version of theory, anyway): Wes + Opportunist on someone else that shoots after him. Wes usually guarantess that Opportunist can be trigged, giving the other guy an extra dice. Particularly good if he can shed stress, which is why I usually imagine him with Hobbie (who requires the EPT droid to pull this off) or Keyan (who uses his stress as a focus. Throw an HLC on there and maybe a Target Lock for giggles.)
So I found the Scum form of this combination.
Palob Godalhi + Decoy + whatever turret you want (Ion is my choice)
any Elite Pilot you desire for Scum + Opportunist
Notice that it is slightly better than Wes because you remove their Focus/Evade token when the Combat round begins. The drawback? Range restricted and no messing with their Target Locks.
Edited by GroggyGolemI figured this was worth sharing, but I didn't want to take credit for it.
Here is my attempt at a Scum list, after a little testing on Vassal:
....
Torkhil Mux (HWK290) (30)
-Ion Cannon Turret (or Blaster Turret, depends on taste)
-Moldy Crow
-Recon Specialist
Kaa'to Leeachos (Z95) (17)
-Bodyguard
...
Basic idea is to keep Mux at range 2 of problem ships, and the rest to pound it. Keep everyone within range 1 of each other if possible, but Mux/Kaa'to make a fun combo keeping someone with +1 Green for almost no cost.
So, just to recap.....Torkhil generates 2 Focus with Recon Specialist. Kaa'to's ability lets you take a Focus from an ally and put it on yourself. Bodyguard lets you spend a Focus to give another ship within range an extra green die. So...you get a +1 green die for free for someone this way.
C3P0 and Lando Crewrissian work together, allowing Lando to potentially spit out an extra evade token.
Anything that can trigger off of a maneuver can be triggered by Daredevil, including Oicuun and the Dauntless title.
Some scum ones:
Recon Specialist + Bodyguard (doable on a Firespray or HWK that has EPT access)
Stay on Target + Outlaw Tech (Stay on target change your maneuver for a red one and Outlaw tech gets you a Focus by doing a red maneuver)
Obvious one: Dace + Ion turret + K4 Security Droid (when you ionize someone, you get a stress to give it one more damage, do a green next turn and aquire a TL regardless if you're block or not, rince and repeat and add Veteran Instinct so you move at PS9)
Obvious one: N'Dru + Lone wolf (when you have no allies in range 1-2, you get one more attack dice AND reroll one blank result blank per roll)
Dauntless title + a green maneuver: The dauntless title will allow you to take an action and get a stress as a result, but the stress resolve step happens afterwards, so you end up clearing the stress.
You want high skill on low skill pilot with EPT? Give him Veteran Instinct and someone with high skill Swarm Tactics ![]()
Obvious one: N'Dru + Lone wolf (when you have no allies in range 1-2, you get one more attack dice AND reroll one blank result blank per roll)
Additional give him Cluster Rockets to fire 2x 4attack dices ![]()
This might be a simple and obvious one, but either an Imperial Shuttle or Firespray with Fleet Officer flying beside someone with Wingman. I think this also works well if you do an Advanced Sensor Shuttle or Phantom and fly a green move to destress on your own without the requirement of Wingman!
I figured this was worth sharing, but I didn't want to take credit for it.
Here is my attempt at a Scum list, after a little testing on Vassal:
....
Torkhil Mux (HWK290) (30)
-Ion Cannon Turret (or Blaster Turret, depends on taste)
-Moldy Crow
-Recon Specialist
Kaa'to Leeachos (Z95) (17)
-Bodyguard
...
Basic idea is to keep Mux at range 2 of problem ships, and the rest to pound it. Keep everyone within range 1 of each other if possible, but Mux/Kaa'to make a fun combo keeping someone with +1 Green for almost no cost.
So, just to recap.....Torkhil generates 2 Focus with Recon Specialist. Kaa'to's ability lets you take a Focus from an ally and put it on yourself. Bodyguard lets you spend a Focus to give another ship within range an extra green die. So...you get a +1 green die for free for someone this way.
that seems like a lot of work and points (on Kaa'to, the 17 point headhunter, since Mux is a badass himself) for something that won't benefit 2 of your ships (at least not Mux, who can't be bodyguarded because of PS restriction), but it's not like I'm biased against green dice at all.
If anything, I'd slap it on moldy crow Palob
Obvious one: N'Dru + Lone wolf (when you have no allies in range 1-2, you get one more attack dice AND reroll one blank result blank per roll)
Not as obvious: N'dru's ability has no "primary weapon" restriction. Four red die cluster missiles or hot shot blaster, anyone?
Edited by ficklegreendiceThis might be a simple and obvious one, but either an Imperial Shuttle or Firespray with Fleet Officer flying beside someone with Wingman. I think this also works well if you do an Advanced Sensor Shuttle or Phantom and fly a green move to destress on your own without the requirement of Wingman!
I'm trying to think of the best ships to use this with. Standard Tie Fighters work as they can just do an Evade or Barrel Roll for their action. Named Tie Fighters might even work better for. The only problem is what happens later when things get mixed up? You might not be near the Shuttle to get the free Focus. Maybe just a bunch of cheap Tie Fighters? There is probably going to be someone at short range. You could get 6 Academy Tie Fighters with that Shuttle. Cool! I think I'll try that.
What about some cheap Alpha Squadron Interceptors w/ Auto Thrusters? They can get an Evade action and fire at whatever the Shuttle fires at. That's a lot of firepower for only 20 pts and they are pretty resilient with the Evade, Focus, and AutoThrusters. Watch out for getting flanked, though.
This might be a simple and obvious one, but either an Imperial Shuttle or Firespray with Fleet Officer flying beside someone with Wingman. I think this also works well if you do an Advanced Sensor Shuttle or Phantom and fly a green move to destress on your own without the requirement of Wingman!
I'm trying to think of the best ships to use this with. Standard Tie Fighters work as they can just do an Evade or Barrel Roll for their action. Named Tie Fighters might even work better for. The only problem is what happens later when things get mixed up? You might not be near the Shuttle to get the free Focus. Maybe just a bunch of cheap Tie Fighters? There is probably going to be someone at short range. You could get 6 Academy Tie Fighters with that Shuttle. Cool! I think I'll try that.
What about some cheap Alpha Squadron Interceptors w/ Auto Thrusters? They can get an Evade action and fire at whatever the Shuttle fires at. That's a lot of firepower for only 20 pts and they are pretty resilient with the Evade, Focus, and AutoThrusters. Watch out for getting flanked, though.
SeƱor Brath, tal vez?
Ndru is utterly amazingly fun (read: borken). I love him and I'm going to use him everywhere.
Exactly that, no primary weapon restriction:
Ndru
Stealth + Prockets + Opportunist: 7 dice Prockets
Opportunist + Hot shot (And Palob preferably): 5 dice Turret R1-2
Opportunist + Cluster Missiles: 5x2 dice. On a decimator... bye bye decimator. Also, bye bye Huge ships.
Heres the big question: WHAT CAN GIVE NDRU A TL OR F?
So far my answer is nothing. Which is very sad.
Edited by Blail BlergNrdu won't last long if concentrated on, though. You just hope he/she slips under the radar.
Nrdu won't last long if concentrated on, though. You just hope he/she slips under the radar.
Being cheap but incredibly cost effective helps ![]()
At 19 to 23 points, I believe lone wolf N'dru more than justifies his price to take a few stray lasers or to work unmolested.
Any more than that starts to get a bit dicey, though.
It's certainly nothing fancy, but it's nice to remember that Marksmanship will help Corran out with both of his attacks.
Edited by CritiasWell. Honestly, I think Lone Wolf is going to be more cost effective than Opportunist. That helps. And stealth device actually might work for Ndru... Maybe. I'll have to test it and see how to make everyone not worrya bout Ndru
Well. Honestly, I think Lone Wolf is going to be more cost effective than Opportunist. That helps. And stealth device actually might work for Ndru... Maybe. I'll have to test it and see how to make everyone not worrya bout Ndru
Stealth Device is the way to maximize the reroll thing, at least. I'd certainly rather toss Stealth on him than just another hull, at least, personally (and fwiw I'm leaning Lone Wolf for him, too).
If you want a fun alpha strike list that can reliably shoot ordnance with a TL+Focus stack, try this out:
Cracken + Cluster Missiles
2 x Bandit + Homing Missiles
57 points total, and it will put a huge dent in any large ship. Small ships too for that matter.
If you can orchestrate the initial round of fire to have your Z's at range 2 of the target, do the following:
Why Homing Missiles? Because you get to keep the TL for modifying your 4 dice, and you negate any evade tokens the defender might have. I actually find them to be a better buy at 5 points than concussions at 4 points in this setup.
Some possible tweaks:
For a full 100 point squad, add in Biggs, a third Bandit and VI on Cracken!
Probably not a competitive list, but it was fun to blow a Decimator to smithereens in 2 rounds with Z-95s! ![]()
I've never tried this, but it looks good in theory(well, my version of theory, anyway): Wes + Opportunist on someone else that shoots after him. Wes usually guarantess that Opportunist can be trigged, giving the other guy an extra dice. Particularly good if he can shed stress, which is why I usually imagine him with Hobbie (who requires the EPT droid to pull this off) or Keyan (who uses his stress as a focus. Throw an HLC on there and maybe a Target Lock for giggles.)
There were popular 3X lists that ran this before Wave 4 hit.
If you want a fun alpha strike list that can reliably shoot ordnance with a TL+Focus stack, try this out:
Cracken + Cluster Missiles
2 x Bandit + Homing Missiles
57 points total, and it will put a huge dent in any large ship. Small ships too for that matter.
If you can orchestrate the initial round of fire to have your Z's at range 2 of the target, do the following:
- Bandits move up, take a focus.
- Cracken moves last (probably) at PS 8, takes a TL.
- Cracken fires his Cluster missiles, which triggers 2 attacks. Each attack triggers Cracken's ability, letting each Bandit grab a TL as a free action.
- Bandits can now fire off TL + Focuses Homing Missiles.
Why Homing Missiles? Because you get to keep the TL for modifying your 4 dice, and you negate any evade tokens the defender might have. I actually find them to be a better buy at 5 points than concussions at 4 points in this setup.
Some possible tweaks:
- Give Cracken VI for PS10 to make sure he moves last and fires before get shot up.
- Give Cracken Predator so his Cluster Missiles hurt a little more.
- Swap the Bandits for Talas so they don't die before getting to fire.
For a full 100 point squad, add in Biggs, a third Bandit and VI on Cracken!
Probably not a competitive list, but it was fun to blow a Decimator to smithereens in 2 rounds with Z-95s!
I like this, but I thought Cluster Missiles was just 1 attack 2x and not 2 attacks 1x....so his ability would only trigger once on a cluster attack...
I like this, but I thought Cluster Missiles was just 1 attack 2x and not 2 attacks 1x....so his ability would only trigger once on a cluster attack...
From the FAQ:
Cluster Missiles
The attacker only needs to spend one target lock to use Cluster Missiles.
Cluster Missiles is treated as two separate attacks against the same target.
If a ship is equipped with Cluster Missiles and Munitions Failsafe, both attacks must miss for Munitions Failsafe to activate.
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