Cool Hand vs Adrenaline Rush- Does Cool Hand add up?

By Kdubb, in X-Wing

Rebel Captive and the Stressbot both trigger Cool Hand before anyone rolls dice. If your local scene is full of those, Cool Hand might be worth taking.

Edited by WWHSD

Finally found a way to give Manaroo an evade token! (that he can then pass on) other than that... nope, I've got nothing :D

Manaroo is a girl.

In case no one has noticed yet, this topic was originally posted in September of last year. Not sure how/why it got necro'd, but a good discussion to have now that we have more options to discuss in combo with the cards.

Also, to anyone commenting on Fickle's post about Ello Asty having Tomax's ability- We didn't have Ello or Tomax Bren's ability spoiled when he made that post. Pretty cool he thought it up though even if it wasn't on the pilot he expected.

at the time, I was just trying to figure out why Cool Hand existed :P

Ello having Bren's ability was the only answer I could come up with

Edited by ficklegreendice

Tomax Bren running a shuttle with fleet officer would get tons of mileage out of cool hand. He would be generating out three tokens a turn and always have one for himself. Could be great as a support ship. Heck maybe I would play Kir Kanos again for the second time!

Yes and he's going to cost nearly as much as or even more than a palpmobile for the privilege, as opposed to a regular Bomber Buddy for 18-22 points.

Tomax wants Crack Shot and munitions, trying to make him into a TIE shuttle is square peg/round hole stuff. Paying an extra 9 points to get up to PS8 for your support ship in order to give it a single extra evade token per round is... terrible. Just terrible.

Tomax with Fleet Officer, Cool Hand and a Rebel Captive can actually do some work. Between FO and CH, he'll always have a Focus/Evade combination for himself, plus another focus for a friend. It's 31 points for a utility shuttle, but it's one that will also be fairly tough to actually bring down.

Cool Hand Palob isn't a bad deal if you really need him to survive and/or are packing Outlaw Tech (which some people actually do).

Sometimes, you just need that HWK to go fast (3-bank, 4-straight), but it still needs to live through all that ace shooting. Get free focus, pop that hand and get the evade as well. You might even steal another.

That's one situation where Adrenaline Rush just flat out loses. Mission accomplished :D

Edited by K Genesis

I love the idea of Cool Hand on T-70's with Targeting Astromech -- and what do you know, they're in the same pack! I prefer Proton Torpedoes over the Advanced Proton Torpedoes because I think it's tough to pull a red maneuver and land at range 1 to use your Advanced Proton Torpedoes, but it could happen.

Another niche benefit: Cool hand gets you a focus/evade token even if you're blocked or go through an obstacle.

However I do agree that Adrenaline Rush seems to be better in majority of use cases.