Agent Kallus Strategy

By Shenannigan, in X-Wing

So far I've only put him on whisper, generally speaking I name a ship with higher ps than whisper or a ship that can attack more than once.

Whisper may benefit from naming the ship with a TLT as his Kallus target for the very reason you listed. 4 unmodified green dice suck. It sucks even more when you have to spend a focus on defense for only a single eyeball only to roll blanks and eyeballs on your next roll.

Obviously Kallus only works against the one ship but he's going to help keep you alive a bit longer too. The bombs are mostly because you already have EM equipped and why not. At 51-54 points he's got a giant target on his back. This is really just for fun but it's got fun in spades for casual games.

You know, he's no less tough than 50 points scum Boba Fetts that are running around. He just stays alive through overwhelming firepower instead of arc dodging. You could save some points by dropping the Autoblaster to an Ion Cannon (or to nothing, or Tractor Beam), though, and still probably be in pretty good shape. You do get some toughness because you have a lot of inherent offensive buffs, so you can use an action to Evade a little more often.

Omega Leader w/ Juke, Comm Relay

Whisper w/ VI, FCS, Kallus, ACD

Carnor Jax w/ VI, Royal Guard, Stealth Device, Autothrusters

99 points.

That looks like a fun list! I personally don't have a lot of luck with non PTL Interceptors. I have flown a pair of Alphas as part of a swarm with a little success.

I personally would trade out Jax for Soontir and FCS on Whisper for PTL on my Interceptor. I'm going to have to give this a go soon...

Jax is in the list to counter PS9 and to some degree PS10 since he is PS10 and his ability shuts down tokens. If I don't have initiative then Jax can move last and keep enemy aces in his range one bubble, if he move first he is still pretty dangerous. Not having PtL means you have to fly the Squints more honest since you can't turtle up and you can't boost + barrel roll to correct a poor maneuver choice. On the flip side, your whole dial is open which makes you much less predictable.

I put the list together based on what my local meta looked like at the last tournament and what I have been seeing on the tables lately.

Edited by Burius1981

Obviously Kallus only works against the one ship but he's going to help keep you alive a bit longer too. The bombs are mostly because you already have EM equipped and why not. At 51-54 points he's got a giant target on his back. This is really just for fun but it's got fun in spades for casual games.

You know, he's no less tough than 50 points scum Boba Fetts that are running around. He just stays alive through overwhelming firepower instead of arc dodging. You could save some points by dropping the Autoblaster to an Ion Cannon (or to nothing, or Tractor Beam), though, and still probably be in pretty good shape. You do get some toughness because you have a lot of inherent offensive buffs, so you can use an action to Evade a little more often.

Absolutely. Autoblaster is for fun only. Way too expensive for the return. A slimmed down version of that setup could absolutely be a competitive choice though. Without the cannon and bombs he's just 44 points. I would strongly consider ion bombs or seismics at 46 though. Not shabby.

I'm going to stick with omega leader being a bad choice under the context I originally made my statement in. With kallus on a phantom OL is likely going to want to lock the phantom and eat it anyway so you're basically just sweetening the pot for what was already going to happen.

I can definitely see value if you're riding kallus in a less important/priority vehicle like a bounty hunter since then you actually make target lock priority hard but if OL was going to shoot you anyway you're gaining not much.

Isn't Omega Leader going to want to lock something that he's likely to get shots on? It seems like there's a limited return on locking a PS9 Whisper. Omega Leader is likely to never get to fire a shot at Whisper, if he does he's probably throwing two unmodified dice against Whisper's four. Whisper's 4 (or 5) red dice will chew through Omega Leader's 3 dice + evade fairly quickly even if they are unmodified.

I mean Omega leader is touted as the bane of Soontir Fel and whisper's a hell of a lot easier to pin down than the baron unless you pull some mega space wizardry and they guess nowhere near correct on your decloak.

As for unmodified reds vs. Unmodified greens that's why I don't think omega leader is very good in general because his damage output is ass on average, but if someone likes him and is running him they'll probably shoot at whisper still since with juke the phantom averages .5 evades (1.5 average - 1 from juke) which eventually plinks through enough to kill.

You know, what about Krassis with Kallus, Guidance Chip, Slave 1, Extra Munitions, and Cluster Missiles? It's cheaper than the alternatives, but still gives a lot of re-rolls. Yes, it won't punch through Stealth Soontir, but it's not bad vs. everything else.

You know, what about Krassis with Kallus, Guidance Chip, Slave 1, Extra Munitions, and Cluster Missiles? It's cheaper than the alternatives, but still gives a lot of re-rolls. Yes, it won't punch through Stealth Soontir, but it's not bad vs. everything else.

If you're super-concerned about having anti-Fel gear on your Firespray, Proximity Mines or Connor Net are an option. That ship can be equipped with almost anything.

I'm going to stick with omega leader being a bad choice under the context I originally made my statement in. With kallus on a phantom OL is likely going to want to lock the phantom and eat it anyway so you're basically just sweetening the pot for what was already going to happen.

I can definitely see value if you're riding kallus in a less important/priority vehicle like a bounty hunter since then you actually make target lock priority hard but if OL was going to shoot you anyway you're gaining not much.

Isn't Omega Leader going to want to lock something that he's likely to get shots on? It seems like there's a limited return on locking a PS9 Whisper. Omega Leader is likely to never get to fire a shot at Whisper, if he does he's probably throwing two unmodified dice against Whisper's four. Whisper's 4 (or 5) red dice will chew through Omega Leader's 3 dice + evade fairly quickly even if they are unmodified.

I mean Omega leader is touted as the bane of Soontir Fel and whisper's a hell of a lot easier to pin down than the baron unless you pull some mega space wizardry and they guess nowhere near correct on your decloak.

As for unmodified reds vs. Unmodified greens that's why I don't think omega leader is very good in general because his damage output is ass on average, but if someone likes him and is running him they'll probably shoot at whisper still since with juke the phantom averages .5 evades (1.5 average - 1 from juke) which eventually plinks through enough to kill.

I would almost count on Omega Leader not having a token for Juke when fighting Whisper. That evade token will likely get spent before OL shoots. OL also wouldn't be my #1 choice for Kallus in most lists.

Edited by WWHSD

You know, what about Krassis with Kallus, Guidance Chip, Slave 1, Extra Munitions, and Cluster Missiles? It's cheaper than the alternatives, but still gives a lot of re-rolls. Yes, it won't punch through Stealth Soontir, but it's not bad vs. everything else.

Go back a couple of pages ;)

Clusters or Homing Missiles could be nice on him.

You know, what about Krassis with Kallus, Guidance Chip, Slave 1, Extra Munitions, and Cluster Missiles? It's cheaper than the alternatives, but still gives a lot of re-rolls. Yes, it won't punch through Stealth Soontir, but it's not bad vs. everything else.

Go back a couple of pages ;)

Clusters or Homing Missiles could be nice on him.

There is only one previous page :)

You mentioned Homing Missiles and Assault Missiles. No one mentioned Cluster Missiles. I brought them up as it maximizes the modification for two attacks. Both Krassis and Kallus will get to modify the dice of each attack. Guidance Chip can be used if you roll really bad for one of them.

You know, what about Krassis with Kallus, Guidance Chip, Slave 1, Extra Munitions, and Cluster Missiles? It's cheaper than the alternatives, but still gives a lot of re-rolls. Yes, it won't punch through Stealth Soontir, but it's not bad vs. everything else.

Go back a couple of pages ;)

Clusters or Homing Missiles could be nice on him.

There is only one previous page :)

You mentioned Homing Missiles and Assault Missiles. No one mentioned Cluster Missiles. I brought them up as it maximizes the modification for two attacks. Both Krassis and Kallus will get to modify the dice of each attack. Guidance Chip can be used if you roll really bad for one of them.

Sorry, I always get Cluster and Assault Missiles confused. I meant Clusters. I'd want the ones that shoot twice, not the ones that do splash damage.