Wingman can only remove 1 stress from 1 ship. Not super helpful if you are Raging all over the place.
Rage Upgrade
N'Dru
Rage
Glitterstim
Cluster Missiles
24 points of Awesomesauce.
Wingman can only remove 1 stress from 1 ship. Not super helpful if you are Raging all over the place.
Dang! I thought it was all. Duh...
N'Dru
Rage
Glitterstim
Cluster Missiles
24 points of Awesomesauce.
Where's that Target Lock coming from?
That just occurred to me. You would have to pick that up early.
Manaroo, perhaps?
Edited by balindamood
Wingman can only remove 1 stress from 1 ship. Not super helpful if you are Raging all over the place.
Dang! I thought it was all. Duh...
Epsilon Leader! That's who I'm thinking of.
Youngster w/ Rage
Epsilon leader
5 x Obsidian Pilot
Edited by heychadwickKeyan + Adv Sensors + Bwing/E2 + Jan Ors + Rage comes to mind.
PTL is better though. More flexible
I think this might be terrifying. Howlrunner? Ha! How about full re-rolls with focus.
"Youngster" (15)Rage (1)"Epsilon Leader" (19)Obsidian Squadron Pilot (13) X5Total: 100
Multiple nuances here that are sparking my interest.
-Howlrunner is R1, Youngster is R1-3, so you can fly him further back. May not need to do much in the way of 'formation flying' at all and still get the effect on all ships
-If you snipe Youngster at like PS8, all the Ties still keep their full rerolls if they Rage (unlike sniping Howl and making all the PS4-1's very sad when they fire)
-Spend the focus early on defense. 2 red with 1rr and no focus usually is pretty good, but having all rr's with no focus is significantly more consistant
K-turning is a problem however (even with epsilon leader)...
What about Rage on Corran? The double stress is problematic; unless you take an R2 Astromech to open up more green maneuvers or have a buddy with Wingman nearby, he's going to be awfully predictable when shedding the stress, especially the turn after the double-tap when he can't fire. But two attacks being able to essentially roll twice for each? That could be fun.
Porkins?
Jek Porkins (26)
Rage (1)R5-D8 (3)Integrated Astromech (0)Total: 30
Only if you want him dead without being shot at.
Don't worry, he can hold it
And how did that work out for him?
Porkins?
Jek Porkins (26)
Rage (1)R5-D8 (3)Integrated Astromech (0)Total: 30
Only if you want him dead without being shot at.
Not true. If you have R5-D8 you have a good chance of removing any damage you get. If you get the damage and spend your next action trying to clear it, there is only an 11% chance that there will still be damage left after that.
The problem is he'd likely be trying to prevent two stress which increases the chances of that damage card coming in. Once it lands it takes actions to R5D8 to work and even then it's not always successful. Call me crazy here but I'm not so sure the IA is the best choice here although ditching the droid may save him one turn it destroys his recovery chances not that they are great to start with.
Porkins?
Jek Porkins (26)
Rage (1)R5-D8 (3)Integrated Astromech (0)Total: 30
Only if you want him dead without being shot at.
Not true. If you have R5-D8 you have a good chance of removing any damage you get. If you get the damage and spend your next action trying to clear it, there is only an 11% chance that there will still be damage left after that.
The problem is he'd likely be trying to prevent two stress which increases the chances of that damage card coming in. Once it lands it takes actions to R5D8 to work and even then it's not always successful. Call me crazy here but I'm not so sure the IA is the best choice here although ditching the droid may save him one turn it destroys his recovery chances not that they are great to start with.
The trick with Porkins and R5-D8 is that the chance of recovering that Hull is bigger than the chance of getting the damage in the first place. So multiple stress should average out positive over several rounds. The drawback is that it costs him an action - but there might be a reason he came out with the Transport, which has a 'coordinate' action...
Posted this in another thread, but there's potential here:
I posted this elsewhere, but it's got me curious to try it (or at least hear someone else try it).
Youngster with Rage
Epsilon Leader
4x BSP with Wired
Rerolls for days.
For some reason, this was my first thought.
But yeah, Keyan is the big winner here, I think.
While a good movie, this was my first thought:
Do not go gentle into that good night,
Old age should burn and rage at close of day;
Rage, rage against the dying of the light.
Though wise men at their end know dark is right,
Because their words had forked no lightning they
Do not go gentle into that good night.
Good men, the last wave by, crying how bright
Their frail deeds might have danced in a green bay,
Rage, rage against the dying of the light.
Wild men who caught and sang the sun in flight,
And learn, too late, they grieved it on its way,
Do not go gentle into that good night.
Grave men, near death, who see with blinding sight
Blind eyes could blaze like meteors and be gay,
Rage, rage against the dying of the light.
And you, my father, there on the sad height,
Curse, bless me now with your fierce tears, I pray.
Do not go gentle into that good night.
Rage, rage against the dying of the light.
Youngster in an 8 tie swarm.
This is the way to go.
Despite how much I complain that 2 attack dice ships are obsolescent soap bubbles, simply having 8 of them is still pretty good. This is a straight buff to 8x TIE Fighter. Even without Youngster, 8 TIEs is already decent so you don't even need to pop rage unless you want.
The thing about 8 TIE Fighters is that you don't even care about their guns. You can fly them in one huge blob and spam block things.
Getting Epsilon Leader in there would be nice but then knocks you down a ship and encourages you to fly in formation, which you shouldn't be doing.
Yay, neo swarm.
Getting stuck with out a shot is really risky tho.
You mean because he won't be able to choose some of his best moves due to the remaining stress? Yeah, not being able to do reds is a real problem in a B-Wing. I'm not liking Rage on Farlander. Suppose there are cluster missiles.
N'Dru Suhlak (17)
Rage (1)
Cluster Missiles (4)
Glitterstim (2)
Guidance Chips (0)
Total: 24
For those moments when you really, REALLY want something to die.
Getting stuck with out a shot is really risky tho.
You mean because he won't be able to choose some of his best moves due to the remaining stress? Yeah, not being able to do reds is a real problem in a B-Wing. I'm not liking Rage on Farlander. Suppose there are cluster missiles.
I'd rather just slap Hera and VI on him.
N'Dru Suhlak (17)
Rage (1)
Cluster Missiles (4)
Glitterstim (2)
Guidance Chips (0)
Total: 24
For those moments when you really, REALLY want something to die.
Eh, Rage and Glitterstim will leave you with 3 stress. Sure it gives you rerolls, but I'd rather take LW, Deadeye, or VI.
Talonbane with Rage and Cloaking Device might be kind of fun for 32 points. The cloak lets him get in close, the Rage makes sure he makes something hurt at range one.
Outside of Youngste or Tycho, Rage only seems like it's worthwhile if you either get multiple attacks or throw a bunch of dice on a single attack.
Edited by WWHSDFarlander loves Rage if you put Kanan Jarrus on or near him. Rage, shoot, spend one stress, do any green or white maneuver to clear the other. Rinse, repeat.
Don't waste points on a system slot if taking Rage.
My raging pilots
Tycho Celchu (26)
Push the Limit (3)
Chardaan Refit (-2)
Rage (1)
Autothrusters (2)
A-Wing Test Pilot (0)
Keyan Farlander (29)
Rage (1)
Heavy Laser Cannon (7)
Gunner (5)
B-Wing/E2 (1)
Ezra Bridger (20)
Rage (1)
Twin Laser Turret (6)
Total: 100
I must be missing something obvious here.
Rage lets you reroll up to 3 attack dice. A target lock allows you to reroll as many dice as you want. So the only advantage Rage has over TL is the extra focus? If that's the case, I don't see the value of Rage on tycho. With PTL+EI, he can TL+Focus+Something else every round anyway.
When it says you may reroll up to 3 dice, does that mean all at once like a TL? Or can you reroll a dice and miss, then reroll it again and miss, then reroll it again?
I must be missing something obvious here.
Rage lets you reroll up to 3 attack dice. A target lock allows you to reroll as many dice as you want. So the only advantage Rage has over TL is the extra focus? If that's the case, I don't see the value of Rage on tycho. With PTL+EI, he can TL+Focus+Something else every round anyway.
When it says you may reroll up to 3 dice, does that mean all at once like a TL? Or can you reroll a dice and miss, then reroll it again and miss, then reroll it again?
Except rage is both, so he can (virtual) TL + Focus + Evade + Boost every turn now with PTL and EI.
