Price Check: Firespray-31 Pilots (Imperials and Scum)

By DagobahDave, in X-Wing

Firesprays need a modification or title for 0 points that would them allow to fire secondary weapons using the back arc.

Krassis Trelix and Kath (hired) would get a good boost when using Mangler Cannons - as well as Boba (hired) may make a better use of his flexibility if he could use a HLC for his back arc.

So I think the Imperial pilots would profit more then the Scum pilots.

Firesprays are nice and versatile but underperform by a bit - don't really need a point adjustment - titles and mods will probably fix em better giving them tighter build direction - many firespray builds nowadays just try to do everything and dun do anything really well.

The prisoner transport retrofit worked solidly but was before Palpatine. If it was determined to be too good, it could be worded in a way that made you take 2 crew or had a point limit on the crew (which I don't like because gunner on the FS-31 is so good). It is also a little "harsher" now that munitions are getting better but imperial contractor would be better.

The prisoner transport retrofit worked solidly but was before Palpatine. If it was determined to be too good, it could be worded in a way that made you take 2 crew or had a point limit on the crew (which I don't like because gunner on the FS-31 is so good). It is also a little "harsher" now that munitions are getting better but imperial contractor would be better.

it could be worded so that the crew cost cannot be totaled higher than 6. allowing for say gunner/int agent or Kallus/Isard

Firesprays need a modification or title for 0 points that would them allow to fire secondary weapons using the back arc.

Krassis Trelix and Kath (hired) would get a good boost when using Mangler Cannons - as well as Boba (hired) may make a better use of his flexibility if he could use a HLC for his back arc.

So I think the Imperial pilots would profit more then the Scum pilots.

scum kath with 5 rear dice would disagree.

I think Kallus/Isard would be really solid. With 12hp and the potential for an EPT we'd finally have a tough firespray.

imo, sprays pay way too much for what people consider "half a turret" but which is, in reality, literally infinetly less than that. The simple fact is you can dodge a spray, but you simply cannot dodge a PWT.

because of this, I don't believe the aux arc advantage is worth nearly enough to justify a base spray costing more than an base aggressor. Comparing the MM v any letter of aggressor just shows, imo, how laughably mispriced it is. The aggressor has mathematically superior base stats (Despite my distrust of greens) and a post maneuver action that gives it access to the unparalleled thrusters and a far superior dial. The spray just gets its aux arc.

imo, out of the lot, scum Kath is almost very competitive. Her four dice butt is very scary, and she comes out with PTL + k4 + eu costing 2 points less than a standard aggressor. I'd price her at 36 base, same as your base aggressor, and work out from there.

scum Boba is in a weird place where his higher PS is a definite boon, but his ability isn't super impressive especially next to Kath's. the one point difference should remain, though, so he's 37. Imp Boba is beyond help; he really would need to be able to drop a bomb at least after using his ability

also imo, both Amon and Kraissis are overpriced because you simply need to spend a lot of points to validate their abilities. They may need as much as a 3 point drop to make them worth it, bringing them closer to YV-666 prices.

in losing only 1 PS and trading a situational ability for an ept, the MM could get away being 32 points.

Lastly, the bounty hunter can round things out at a base 30, hopefully competing with fixed defenders.

basically,

Boba - 37 (imp version still busted)

Kath - 36

Emon/krassis - 33

Mando Merc - 32

Bounty Hunter - 30

this drags the spray down closer to YV prices. The YV has a worse dial but, imo, a far easier to use arc distribution and 3 crew slots which just kick all sorts of ass and will kick even more come Wave 8

alternatively (and far more simply), I'd change both Slave 1 and Andrasta to be -2 points instead of 0. They won't help the lower PS ships, but they make scum Kath and Boba forces to be reckoned with

at the very least, a 2 point drop on the higher PS gives you breathing room to install a seismic charge or two. Bombs + dat rear arc = fairly decent advantage to have

Edited by ficklegreendice