A special anticipation post for the Jumpmaster5000

By Mu0n729, in X-Wing

Since very partial information has reached us, this can only be speculation at best. But, there are still some combos we can hope are going to be viable on that ship.

First off, the torp + marksmanship + Dengar's ability allows you to do the following:

-move in relatively last

-target lock acquired from earlier rounds

-launch a good plasma torp with marks

-get shot back

-fire main weapons, hopefully get a crit in

-Bossk crew can akwardly help the acquisition of a target lock at some point in the game.

Granted, the opponent will see this and not wake up the beast, but it still feels good to get a really good plasma torp in

We also have the Guidance Chip or Computer, which I suspect will be a mod, hopefully making those ordnance launch even more deadly.

Punishing One title and agromech is going to be a favored offensive generic build, I think.

Then, there's the new mech that allegedly gives you a few shield tokens. I wonder how much this will stack up (costwise) against the regular salvaged astromech, which for 2 points, never really found a home in the scum Y-wing.

Edited by Mu0n

Dengar'll make ya...

...uh-huh, uh-huh

Low PS JM5k: Ion projectors or anti-pursuit laser + Feedback array. Move in first with possible a barrel roll (angled, so it's maximally awkward for next round for your opponent), get in 0-1 damage or 0-1 ion and then feedback array the ship for a surefire extra damage, polish off with the rest of your squad (perhaps a nice, clean IG HLC shot)

Question is: how is the cheapest pilot going to cost? 26-27?

Edited by Mu0n

I'm really thinking it should be called the Q-wing; asymmetrical dial and all that.

Not my idea (ficklegreendice, I think), but low PS JM5k, Deadeye, R4 Agromech, Proton Torpedo, Extra Munitions. You Focus, pick a target, fire, get Target Lock, get re-rolls and an eye-to-critical conversion. It's two massive shots to open the game, with a ship that can then turn into a pretty effective blocker in later rounds. It's post-Torp weaponry isn't great, but with a Focus-TL combo you're still doing reliable damage against a lot of targets.

Bio: get glitterstim to deal with these eye results after spending the focus to launch.

Edited by Mu0n

Yep that would work, too. You could also go Recon Specialist, but I was trying not to spend too many extra points.

I'm really thinking it should be called the Q-wing; asymmetrical dial and all that.

That shape... All the engines on one side... How about calling it the BoomeWing?

It think we need 2 more threads just liked this and the other one.

As far as a Torpedo boat, there has been a lot of chatter on a build like this or something close to it:

Deadeye

Recon Specialist

R4 Agromech

Preferred Torpedo(es) and/or Extra Munitions

Important to note that ALL of the pilots have EPTs, including the generic. So, basically, you always take a focus action. Therefore, on even the lowest PS one, you can activate a torpedo on a ship that you are able to fire upon. Spend the focus, acquire a target lock. You then have an additional focus AND target lock to modify that torpedo, OR a target lock for the torpedo modification and a focus for defense.

I'm more looking forward to the high PS arc dodger capabilities, myself. Kit it out in a similar fashion to Super Dash:

Push the Limit

Unhinged Astromech (it has to have a 3 straight and at least one 3 bank, if not 2, right?)

K4 Security Droid

Punishing One

Engine Upgrade

You have large base boost/roll capabilities. You can do a 3 speed green maneuver to acquire a target lock and ensure dice modification. Dengar is PS9 and can outmaneuver Dash, and the second one is PS7, so you're the same as Dash. Biggest weakness compared to Dash is you can't avoid obstacles, but Dengar should have little issue aligning himself with a target to use his double shot ability in most situations.

I'm really thinking it should be called the Q-wing; asymmetrical dial and all that.

That shape... All the engines on one side... How about calling it the BoomeWing?

I still like the toilet seat. Dumpmaster 5000

There is a lot of anticipation for R4 Agromech doing amazing things for the Jumpmaster 5000. But Dengar also really wants to keep enemies in arc, meaning he may have to Koiogran turn or use the Segnor's loop. If the other Segnor's loop is red, and the K-turn is red like normal, it leaves you focus-less on those key turns when you try to get the enemy in arc. So I'm wondering if Outlaw Tech can help Dengar get modified dice while keeping enemies in arc and then R4 Agromech can help him get the most out of his second attack.

There is a lot of anticipation for R4 Agromech doing amazing things for the Jumpmaster 5000. But Dengar also really wants to keep enemies in arc, meaning he may have to Koiogran turn or use the Segnor's loop. If the other Segnor's loop is red, and the K-turn is red like normal, it leaves you focus-less on those key turns when you try to get the enemy in arc. So I'm wondering if Outlaw Tech can help Dengar get modified dice while keeping enemies in arc and then R4 Agromech can help him get the most out of his second attack.

That upgrade card that seemed to be "Overcharged Agromech" might be amazing.

I'm no aerospace engineer but:

It's space. There's no air. The shape of the ship doesn't matter so much, only the distribution of mass and how the thrust is divided between its engines.

Maybe the jumpmaster is really really heavy on the short winged side, and maybe the engine on the long-winged side produces more thrust than the short-winged-side engine.

Or maybe whatever species designed this thing excretes negative mass. This schematic shows the "refresher" on the long winged side, so that would help to explain the asymmetry.

It's the same with the outrider. I always just assumed the short side was where the karaoke and wet bar was, and that the ship was on autopilot the whole time. When you think about it like that, these ship designs start to make a lot more sense.