Hey guys,
just compiling a reference post that we may go back to in order to determine effective vessels for the awesome Crackshot and Juke epts. Anything that combats the fickle green dice, which can both screw you or turn your opponent's blocked soontirs into gods among mortals at their whim, is a massive win in my book.
So first, two defining premises of this reference:
Unmodified Dice Suck!
There's a reason Predator and PTL are the auto-include EPTs of X-wing miniatures. Both provide access to stack-able dicemods where there otherwise wouldn't be any.
The need for dice-mods, and consequentially the almost insurmountable popularity of these two EPTs, are the greatest barriers to using Crack shot and Juke
Therefore, the only ships I will personally deem viable for these two EPTs are ships that can reliably forgo Predator or PTL by replicating their benefits with other upgrades/pilot abilities
Crackshot v/Juke (or "when do I use which?")
apart from some very obvious differences (Juke is worthless without evade and illegal on large ships, Crackshot is arc-only) there's a more subtle difference to consider
Crackshot is an EPT "ordnance," it's a massive effect able to negate any evade result after your opponent modifies (as per the most recent FAQ) but one use only
Juke is weaker but more consistent, it applies during the attacker's "modify dice" step which occurs before the opponent. After from natural evades, the only other thing Juke can cancel is C3po's evade result (which is added before either player modifies, according to the card itself)
The ultimate takeaway is this: Crackshot is a one-shot that you need to make count. I won't accept anything less than the ability to immediately obtain full offensive modifiers before I slap it on a ship. Juke is less demanding because it is permanent, and it doesn't even spend the defensive evade token (only requires it to be present)
The List - [Crackshot/Juke and the ships of X-wing!]
-Wave 1-
1.) (T-65) X-wing
*EPT independent modifiers:
--Targeting Astromech (acquire TL after executing a ______ maneuver)
- Crackshot possible with TA + focus offering full dice modifiers.
- Potentially hilarious (if incredibly redundant) on Wedge.
- Wes' ability allows opponent to spend tokens during his attack before he knocks them off (no synergy there)
- R2-D6 takes up TA's spot, no bueno for generics
- Cheapest EPT is Jek Porkins @ 27; his ability has no synergy with crackshot
- No evade for Juke
Conclusion: basically just Wedge (potentially overkill, but hilarious), and Luke (who is a very solid X-wing just on his own)
2.) Tie Fighter (ln)
*EPT independent modifiers:
--Howlrunner (1 re-roll for other friendlies in range 1)
- Cheapest ept slot in the game with Black Squadron Pilot
- Tragic that Nightbeast has no EPT
- Have evade, can Juke
Conclusion: the crackshot Black Squadron Pilot clocks in at 15 points; potentially useful? A bit of a long shot, however,
3.) Y-wing (rebel)
*EPT independent modifiers:
--Horton "the 'stache" Salm (re-roll blanks at range 2-3)
--Dutch (friendly within range 1-2 may acquire a TL when you do)
- No TA because you need R2-D6 for the ept slot
- Not a fan of needing outside synergy to enable your build, leads to stiff formation flying and rewards your opponent further for killing your stuff
- No evade for Juke
Conclusion: if you can get over Horton's squishiness, he's actually a very scary pilot because of how his ability + focus gets you full mods. You get some anti-synergy with TLTs due to one-damage max, but crackshot may potentially force that fatal damage through. If you're brave enough to try Proton Torps, those'll hurt with crackshot.
Just remember crackshot is in arc only
4.) Tie Advance (including Raider fix)
*EPT independent modifiers:
--Tie/x1 gives system slot, access to FCS (which you'll never take because you get...), Accuracy Corrector, or Advanced Targeting Computer
--Tracer rounds become an option to support another ship with
- Darth Vader trolling around with two actions and ATC can make a convincing Crackshot or Juke platform
- Accuracy Corrector gives you free license to evade forever, and Juke can push those two hits through
Conclusion: a promising ship all around, but I see Vader (atc) and Juno (acc, can manipulate maneuverability without an action) getting the most out of Juke
-Wave 2-
5.) YT-1300
not doing this ship; don't like how it is implemented in this game
just remember, Juke is small base only and Crackshot is in arc only
6.) Firespray (imperial)
*EPT independent modifiers
--Gunner?
Conclusion: only Kath and Boba can take an ept and neither offer any ept-independent dice modifiers outside of their screw slot. Since they're imperial, they can't access K4 security droid. Probably not the right EPT for them.
7.) A-wing
*EPT independent modifiers A-WINGS CHEAT!:
--Predator/PTL, A-wing Test Pilot, baby!
Conclusion: this is easy. Green Squadron, Jake, and Tycho can stack either EPT with PTL. Jake probably benefits the least because V.I takes him to mini-fell levels, but Greenies and Tycho give zero ****.
which you use depends on what you want to acomplish with your As. If you plan to have them doing sustained damage, Juke is your friend. If you need Tycho to pulp something with a procket or a Greenie to slay an ace with a range 1 shot, you bring Crackshot
8.) Tie Interceptor
*EPT independent modifiers
--...Soontir's ability?
Conclusion: Interceptors can't cheat like A-wings
stick to PTL (or V.I on thurr)
-Wave 3-
9.) HWK-290 (rebel)
*EPT independent modifiers
--crew slot (no K4, though)
--moldy crow title (bank focus, take TL at leisure)
- dependence on turret upgrade sort of at odds with Crackshot's in-arc restriction
- no evade for juke
Conclusion: unlike the Scum hwks, the rebel arcs aren't really kited out for offense as much as support. I'm sure there are more efficient epts to use on them; maybe even more efficient to not take any ept at all!
10.) Lambda
Conclusion: ![]()
11.) B-wing
*EPT independent modifiers
--system slot for FCS (acquire target-lock after an attack)
--Ibs and Keyan pilot abilities (both, however, require stress)
- Ibs and Keyan need stress to trigger their abilities, which is usually acquire via ept (PTL, Stay on Target, elusiveness, opportunist etc.) which makes it difficult to incorporate Crackshot
- Nera can take FCS, but her ability conflicts somewhat with Crackshot's in-arc-only restriction
- No evade for Juke
Conclusion: I don't see the B-wing as a convincing platform for Crackshot as it conflicts with the named pilot abilties
12. Bomber
*EPT independent modifiers
--Jonus (other friendlies within range 1 may re-roll 2 dice when attacking with 2ndaries)
--tracer rounds may be used to support another ship
- Jonus does not support himself
- Rhymer is overpriced, likes EPT for his Advanced Proton torp gimmick
- No evade for juke
Conclusion: can't see it working on them, but I can see bombers supporting another ship with either ept
-Wave 4-
13. Z-95 Headhunter (rebel)
*EPT independent modifiers
--Airen (after attacking, another friendly within range 1 gets a free action)
- Blount's ability does nothing with Crackshot nor does the Z-95 naturally support it
- Airen is a support pilot; Z-95 does not naturally support crackshot
Conclusion: nope
14. Tie Defender
*EPT independent modifiers
--Colonel "badass mother****er" Vessery
- Vessery can further augment crackshot with HLC (or missiles if you're bold) for added hilarity
Conclusion: just support Vessery and watch him do work
15. E-wing
*EPT independent modifiers
--Fire Control System
--Targeting Astromech
R2-d6 will take up TA's slot, but FCS can be used instead. This opens up either EPT for use on Blackmoon Squadron
E'athn would love to push a crit through with either crackshot or juke
Conclusion: while still hilariously overpriced, crackshot/juke might be a decent excuse for the Blackmoon squadron to see play. E'athn is a nice pilot, albeit overshadowed by Corran, and these EPTs could give him a unique selling point (whereas Corran is essentially wedded to PTL + r2-d2)
16. Tie Phantom
*EPT independent modifiers
--Fire control system
--crew slot
Whisper's survivability is basically 100% predicated on shooting before the opponent. V.I is still auto-include with her, both for ACD and her ability
Stygium Particle Accelerator provides a free evade for use with Juke
Conclusion: Echo might make an interesting Juke vessel. Starting at 34 points with the EPT and Stygium, she can be further augmented with either FCS or potentially Jammers (to really force your opponent to consider their focus carefully), and a crew such as Intelligence agent (overcome fragility with maneuverability), Recon Specialist, or Kallus.
The phantom's natural offense + juke is a scary prospect, but PS 6 + Z-95 stats may be scarier still
-Wave 5 (aka the dark ages)-
17. YT-2400
*EPT independent modifiers
--crew slot?
conclusion: having only ever played Dash and the Fringer, I have no idea how Leebo would work with Crackshot. doesn't seem to synergize with him at all
18. VT-49 Decimator
see YT-1300 entry
-Wave 6-
19. Z-95 Headhunter (scum)
*EPT independent modifiers
--Glitterstim
--Leechos (steal a focus or evade from a friendly)
- Using Juke on Leechos just because he can steal evades is probably a bad idea. Self-sufficiency is key
- the innate attack value of the Z-95 is thoroughly unimpressive and the named are a bit expensive, so you may want to augment with missiles (specifically ones that don't eat your TL, such as Homing). Leechos is cheaper because his ability forgoes the need for stims, N'dru fires 5 dice ignoring evade tokens, range 3 bonus, and then one evade result from crackshot
Conclusion: though a bit expensive for a one hit wonder, Leechos and N'dru can both be considerable threats with crackshot + missiles (+stims on n'dru). This outlet may actually let Leechos see the light of day in a way that the utterly garbage Bodyguard ept does not.
20. Y-wing (scum)
*EPT independent modifiers
--R4 aggromech (focus --> target-lock, which can be stacked with focus on the following turn)
--Drea (spend a target lock --> stress --> acquire a target-lock)
- Drea can fire off modded torpedoes, though you'll only get a re-roll (not counting proton torps focus --> crit benefit). Possibly painful with crackshot
- Kavel's ability is directly countered by crackshot's restriction
Conclusion: Torpedo Drea with crackshot (+unhinged, + potential turret)? It could hurt...a lot.
21. HWK (scum)
*EPT independent modifiers
--Moldy Crow (bank focus, TL at leisure)
--K4 Security Droid (green maneuver --> TL)
--Palob's ability (steal focus/evade)
- Probably a bad idea to depend on your opponent giving Palob evades for Juke...don't do it
- Crackshot's in arc restriction really hampers the HWK, given its poor dial and reliance on turrets
Conclusion: I really want Crackshot Palob to be a thing, because the combination of his ability + moldy crow allowing for easy focus & TL modifications is incredibly painful. The in-arc restriction is devastating with such a dial, however. Maybe when cloaking device comes out?
22. Firespray (scum)
*EPT independent modifiers
--K4 security droid (green maneuver --> TL)
--Glitterstim (stress for focus on every roll for the combat phase)
--Boba Fett's ability (1 re-roll per enemy at range 1)
- Crackshot works out of the auxiliary arc, allowing for great flexibility and guffaw-worthy puns
- Juke is small ship only
Conclusion: the addition of K4, stims, and boba make the scumspray a far more potent user of these Crackshot than their imperial variants. A generic merc sporting a K4 could be an intimidating foe to stare down.
23. Starviper
*EPT independent modifiers
--Virago into Fire Control System
--Glitterstim
--Guri's ability (if an enemy is at range 1 at the beginning of combat, assign a focus token)
Conclusion: if you're not going PS 9 with Xizor, crackshot is an interesting prospect for both named pilots sporting fire control system. Guri in particular seems tailor made for hunting down generics because of how well she works with Predator + her ability, but fire control & virago cost the same total points and could give her some potent threat against more elite foes.
24. IG-88
Never played 'em, not my area sadly
-Wave 7-
25. K-wing
Conclusion: ![]()
26. Punisher
Conclusion: ![]()
27. K-AXE Fighter, the-not-x-wing, Special-K
*EPT independent modifiers
--Glitterstim
- the blacksun ace provides a surprisingly cheap platform for crackshot, coming in at 26 points with it and stims. With its natural 3-attack, it is a surprisingly potent ace-killer for its cost. Highly recommended
- Might be the ideal way to run Cobra. No matter how many points you load into him for EU and crap, he will never outperform your typical vader/soontir.
Conclusion: people don't expect much for this little X-wing rip-off, but stims & crackshot combined are silly powerful (and stims make the fighter surprisingly durable, for a round). Threaten an area you don't want your enemy flying into, target-lock his ace, and dare him to approach
28. YV-666
*EPT independent modifiers
--K4 Security Droid
--Glitterstim
With the dearth of EPT slots on this ship, it's Bossk or bust
The problem with Bossk is that he needs reliable crits to use his ability, and mangler cannon does not work out of his aux arcs. This leaves merc copilot (yuck!) and two epts to generate those reliable crits.
Conclusion: crackshot Bossk could hurt; not sure how you enable his ability, though
-Wave 8 (technically)-
29. T-70 X-wing
*EPT independent modifiers
--Targeting Astromech
- the generic Red Squadron Veteran has a native EPT; offers a very interesting platform for crackshot depending on how Targeting Astromech is worded
- Poe + weapon's guidance gives you some solid offensive modification at the cost of losing your defensive focus; potentially useful with crackshot and keeps the astromech slot open
- Red Ace can get and keep evades with comm booster to enable Juke, but you need an incredibly obliging opponent...don't do it
Conclusion: Red Squadron Veteran is probably the Rebel Blacksun Ace for a very punchy, solid Crackshot vessel
30. Tie Fighter/FO
*EPT independent modifiers
--???
- Honestly, the Tie Fighter/FO needs PTL about as much as the interceptor, especially the Omegas who rely on Target-locks to even enable their ability
- Access to comm booster allows stored evades to trigger Juke constantly, at the cost of forgoing PTL
- No idea how the math works out on Weapons guidance, but perhaps it works alright with Omega Squadrons and crackshot?
- Zeta Leader, the only "named" FO with an EPT (because Eplison Ace has the same PS and presumably cost as Omega Squadron), is not yet spoiled.
Conclusion: would personally not bother outside of Omega Squadron. The Omega "named" pilots are far too slow without PTL giving them an action on top of setting up their Target-Lock. Omega Squadrons with Juke + Comms Booster come out to 22 points. Honestly, I don't see it being at all useful because the Tie Adv. Prototype will probably end up outclassing it as a Juke-bot.
31. Tie Adv. Prototype
*EPT independent modifiers
-???
The Tie/v1 title gives a free evade after acquiring a target-lock. Pretty much screams "USE ME WITH JUKE!!!" Could be a very potent way to run the high PS, high damage Inquisitor.
Conclusion: With the Tie/v1 title,the Inquisitor, two potential ept pilots (if the generic PS 4 comes with it...fingers crossed), and a dire need to distinguish itself from Tie/fos and Tie Advance, Juke seems to be a natural fit with TAPs.
32. Misthunter
*EPT independent modifiers
--Fire Control System
--K4 Security Droid
--Glitterstim
- Jesus, that's a lot of mods
- Both Juke and Crackshot can provide a way to alleviate the downside of Zuckuss' ability (giving an opponent an extra green)
Conclusion: Well,if the Misthunter wasn't made for these EPTs then idk what was. It can even evade!
Edited by ficklegreendice