I have been a huge fan of the Firespray since its release. I still think it is one of the best balanced ships and can be outfitted for decent defense and heavy 4 dice attacks. The one thing that has always bugged me about the Firespray was the few turns where you had to spend repositioning because there is not always a way to keep ships in arc every move. For 0 points I think LRS could make the Firespray a true beast of an offensive ship and always give you something beneficial every turn. On the alpha it will absolutely make a big impact especially with a HLC. End game I think it will make a decent impact as well when ships are trying to outmaneuver each other and can turn into a goose chase. This will give you a nice boost when you get that last chance to kill or be killed. Will the 1-2 donut hole make it worse? For 0 points i think its worth it even if it's just a strong alpha hit.
Firespray+long range scanners
Will the 1-2 donut hole make it worse? For 0 points i think its worth it even if it's just a strong alpha hit.
Yes.
It's an alpha-strike mod.
It's nigh useless on consistent damage dealers
It could be good on scum Boba, just for the first attack target lock. He wants to be up close to get those rerolls and wouldn't need the target lock action then
Losing the ability to lock at short range doesn't really matter. The firespray still has access to focus, and if you have a spare action and are playing jouster, focus/evade is far from a bad choice.
On the other hand, it does cost you your mod slot - even if it doesn't cost you points - and both Engine Upgrade and Countermeasures are very nice cards for the Firespray.
With a heavy laser cannon, it means your opening volley should be focus/target locked, but you can achieve much the same with predator or push the limit. It's probably most useful if you want to make decent use of your missile tubes. Slave 1 lets you take extra munitions in the torp slot, plus a missile, and you've got decent long ranged punch.
Fair point on Boba.
It will still die to TLTs like a bad joke. The Firespray needs a free boost so it can take thrusters or another mod. Picture semi related.

I guess it depends. Do you use TL after the initial pass? You could build your Firespray that it usually won't. Going with the Recon Specialist would probably mean you will Focus most rounds, thus meaning the close up TL won't be used. In that case, I'd say go for it.
I haven't flown a Firespray in so long, that I can't recall.
It opens up possibilities, although on only 1 Firespray (since you need the Slave 1 title to equip that mod). I would actually imagine it on the Imperial Boba Fett as well. His ability, combined with let's say expert handling (to compensate for the lack of engine upgrade) would allow him to either bump or arc dodge consistently and get at long ranges to use the target lock.
It would be a very different way to fly a firespray and I'm not 100% that it is really efficient, but only testing would tell ![]()
It is very rare that I take a TL on a firespray once they're in the churn. Seems like a good idea to me.
Also scum boba often wants to get in range 1, which often means bumping and no action, so having the ability to acquire target locks at long range could be interesting.
Long Range Scanners and Weapons Engineer = by the time you get to attack range, you have fully modifiable attacks.
Comparable to Predator - same cost, better upside, still situational, uses your Crew & Mod slot.
Other alternatives?
Push the Limit
K4 Security Droid
...yeah, could work. Leaves the Firespray's Elite Talent free for other nasty tricks.
It could be good on scum Boba, just for the first attack target lock. He wants to be up close to get those rerolls and wouldn't need the target lock action then
But Merc Boba loves his EU to get into range 1 of tasty morsel low-PSers too much
The bad thing is that you can't fly a firespray without Engine Upgrade. You just can't! Otherwise it would be great.
With Weapons Engineer though you minimize the weakness of the donut hole because you'll have a second TL in play already, even if they are close, (because you got it earlier). You only need to run away once to get 2 TLs.
I can't think of an instance where I really want the Scanners and also give up the access to Engine. I was going to say Scum Boba with Slave I, Extra Munitions, and Cluster Missiles, but he still reeeaaallly wants to be able to Boost into close range. Maybe a skilful player could use VI and a K4 droid to make the LRS work for them instead of Boosting but I feel like you're handicapping yourself a bit too much.
I think LRS will work best on Firesprays that you are keeping cheap. A 36 point Bounty Hunter with Recon Spec wasn't going to be taking Engine Upgrade in the first place, and will probably never want to take any thing but a focus action when ships are in range to shoot. You might as well let him take a target lock before the engagement starts.
Now, this Systems Officer crew could be many things, but if it gives you an auxiliary benefit to spending target locks, then this could well be a worthwhile combination.
Edited by Engine25I think on Krassis holding Kallus you can have a ship that TL's first turn and then enters the fight ready to fully modify a Torp or Missile attack, while evading for the purpose of tanking. I was thinking Cluster Missiles or Assault would be happy on that type of Krassis.
The bad thing is that you can't fly a firespray without Engine Upgrade. You just can't! Otherwise it would be great.
I do.
The bad thing is that you can't fly a firespray without Engine Upgrade. You just can't! Otherwise it would be great.
I personally think Barrel Roll is better than boost for a close-quarter fighter; scum Boba Fett is the one ship I tend to reach for Expert Handling for.
I think LRS will work best on Firesprays that you are keeping cheap. A 36 point Bounty Hunter with Recon Spec wasn't going to be taking Engine Upgrade in the first place, and will probably never want to take any thing but a focus action when ships are in range to shoot. You might as well let him take a target lock before the engagement starts.
I'm a little embarrassed that I didn't think of that; RecSpec Bounty Hunter used to be my list cornerstone. LRS for free is not a bad deal considering how infrequently I use TL on that build.
I would think that scum Kath would find this useful. I find that with her I am trying to get people into my rear arc which means that there are times when I move a bit too far trying to use it. This gives me a beneficial action as I swing around back into the fight.
If the Firespray had a native PS9 pilot with an EPT, no one would bother posting how to fix it. And no, I didn't write this just because I want Hondo to be in the game.
Firespray is weak. That ship should have come with a native barrel role built in.
The pilots on the Imperial side aren't good enough, and the pilots on the scum side aren't worth picking when you could take an IG-88, essentially trading the rear arc for an extra green die, native boost thus allowing for autothrusters, a systems upgrade slot, a superior dial (with S-Loops), etc. All they really lose is the crew slot, but that's okay, because their gunner is built in!
If you think that the Firespray is "fine" or "okay" or that you just "need to know how to fly it", check out its representation at Worlds 2015. With those front and rear arcs, it absolutely should have had barrel roll built in. Or like, a turret slot instead of a cannon, for covering your blind spots with Autoblaster Turret or now Dorsal Turret also would have been very acceptable, also reducing the need for high pilot skills and boosting.
...now that I think about it. Can we have a cannon upgrade card that reads "Firespray Only", for 0 to 1 point, which essentially uses the cannon slot but grants a turret slot? Ship fixed.
Krassis with Agent Callus is a good idea. I might have to try that soon.
...now that I think about it. Can we have a cannon upgrade card that reads "Firespray Only", for 0 to 1 point, which essentially uses the cannon slot but grants a turret slot? Ship fixed.
Just add two of this Firespray Only cannon mod to the Scum Aces pack, whenever that comes out, and Boba Fett will finally be a Boba THREAT!
Autoblaster Turret on someone with R1 rerolls and access to Glitterstim could actually be a viable scum ace, and answer to Soontir Fel and other high agility dodgers. It's just that blind spot that's a killer. It FORCES you to have high pilot skill and an engine. If you allow a turret on this ship, there's a tax (gotta pay for the turret itself) and your turret attack would still be weaker than a primary weapon attack, but at least you aren't left helpless against ships who can hit that huge blind side.
Don't make the entire faction rely on Bros and Ys (and soon Dengar).
Give us BOBA in a SLAVE I!