Dead man triggers are they worth it?

By Uncanny Penguin, in X-Wing Squad Lists

Every time I make a scum list I keep looking at the dead man switch/trigger and see some good opportunities for this upgrade to be good, especially to snag a draw from otherwise total defeat (I.E. that last friggi'n hit on soontir fel in overtime when he gets range 1 shot on you out of arc). Has anyone actually used this upgrade with any amount of success?

People have talked about them being great deterents from firing on a ship that will hurt or kill their ship(s) and so they shoot something else instead. Like an aggressor can be in range one of multiple ships when it pops and takes them out too.

It is not the most increadible upgrade out there, but I will forever treasure the one time that I used it. Picture a lone Z95 in the middle of a tie formation, causing bumps for multiple rounds and giving Xizor the time he needed to get in good angles with me constantly saying: "Shoot me! Shoot meeeee!"

Oh man that was hilarious when he did end up blowing the poor Z up (and damaged 4 of his ships).

I wish it was 1 point. For 2 points I am taking Feedback array almost every time.

I did run Deadman on Boba before. I figured with the large base and his ability wanting to be in range 1 it kind of made sense. However, he never blew up on an enemy. I think I damaged one of my own ships. It just way too situational of an upgrade to warrant the 2 points spend for it.

Here is one idea:

Cartel Spacer + Title + Mangler x 3

Thug + BTL-A4 + ICT + R4

Binary Pirate + Deadman switch.

Essentially you slow roll the Spacers and Thug while you go on a suicide run with the Pirate. He's only job is to get within range 1 and blow up. Either your opponent will just allow it or he'll try to avoid it allowing you to get into better position. Might work...

Edited by Jo Jo