Hey there!
I've been trying to figure out how to incorporate Outlaw Tech into a build. I'm not looking for something super competitive, since the purpose of the list is really to make this one upgrade do some work, but I want it to combo well with other stuff.
My first thought was that you need lots of red maneuvers, so I started with a HWK. Outlaw Tech means you can perform a red maneuver and still fire a Blaster Turret. Even better, if you're inevitably going to be blocked, perform a red maneuver to ram another ship -- you'll still get the focus for your Blaster Turret! Granted, Recon Specialist is still probably better because you can get modified attacks.
For non-HWK ships, Outlaw Tech is nice insurance for when you K-turn, but does that happen enough to be worth it? I'm not sure, so I wanted to find something with more red on the dial. Enter Stay On Target.
Boba Fett (39)
-Stay On Target (
3
) (2)
-Outlaw Tech (2)
The biggest issue is that you can't use it every turn. Unless ... you have a Wingman! Fett is going to try to get to Range-1 with the focus from Outlaw Tech and the reroll from his ability. I think Guri would make a good wingmate with the Wingman upgrade since she'll want to be at range-1 as well.
But I wonder if Navigator will work better than Outlaw Tech because Fett can more easily control his ability to get into Range-1.
So 2 questions:
1) Which do you like better for a Stay On Target Boba Fett: Navigator or Outlaw Tech?
2) What builds have you come up with that make Outlaw Tech work well?
Best use for Outlaw Tech
For the record, Stay on Target is 2 pts
I personally haven't really thought about getting good mileage out of outlaw tech. I can see it being very useful on a YV-666.
You can also use it on Kath. Approach your opponent head on, then on the turn where you know ships will be in range, k-turn. outlaw tech gives you the focus token + 1 red die for Kath's big butt.
Nice thing too is that in each subsequent turn, your opponent is in a trailing position, so Kath's butt-arc is exactly where you want it
It also leaves you free to put whatever upgrades on her you feel would be best (in terms of modification/Elite talent)
With regards to your first question, I'm not really sure---Navigator seems best on high PS, so you'd want Veteran Instincts on Boba. But getting to change the speed of your straight and banks? (changing speed of your hard turns probably won't matter) I don't know how often that will be useful...I never did play with imperial fettigator back in the day...
Edited by blade_mercurialOutlaw Tech is Gold on the YV-666. Espacially with that red Stop Manouver. Also the 2 Turn comes quite handy if you want to stay on target. And you always of your focus you want to have using calculation on Bossk
For the record, Stay on Target is 2 pts
![]()
Thanks!
That Kath build of yours isn't bad. You could give her Predator and Outlaw Tech, then support her with 4 Feeddback Array Binayre Pirates. That puts you at 99 points. Send the Z-95s up early to try and block stuff the round in which you want to K-turn to make sure there's a safe area. Then she gets super attacks (reroll + focus + ability) while the Zs can hopefully feedback someone like Fel to oblivion.
Outlaw Tech is Gold on the YV-666. Espacially with that red Stop Manouver. Also the 2 Turn comes quite handy if you want to stay on target. And you always of your focus you want to have using calculation on Bossk
I haven't flown the YV-666 yet. I suppose it's good for Outlaw Tech. You're right about the 0 stop maneuver being excellent with Outlaw Tech, but then it only has turns that are red. But since it has the 2 crew slots, it's the only one that can equip both Outlaw Tech and K4 Security Droid. Together, they can give you consistent attack modifiers.
Here is my build using Outlaw Tech. I call it my Full Stop list.
Bossk w/ Mangler cannon, Outlaw Tech, Gunner
Guri w/ Bodyguard
Serissu w/ Wingman
Get Serissu in behind Bossk to make her bump into him and have Guri fly close by so she can bodyguard Bossk. Bossk can then do his red 0 manuver and gain a focus each turn.
The YV-666 has a white 3 Turn. Given that + Engine Upgrade + 180° firing arc makes it much more agile than you might think. It has become my favourite ship atm
The YV-666 is where Outlaw Tech really shines. With Bossk it's likely you'll want calculation so they work well together. Alternately, Wired also works well with outlaw tech since it takes advantage of the stressed state.
Also, the YV-666 has 3 crew slots so you can really play around with crew synergies.
Sadly I can't really comment on the HWK or Firespray since I haven't used them.
YV-666 and Moralo in particular loves Outlaw Tech.
I like that Wingman idea a lot. Obviously not useful now, but the G1-A might be a really nice place for it, depending on the dial.