So ... Sabineigans

By Hawkstrike, in X-Wing

Sabine in a K-wing

Extra munitions

seismics

seismics

seismics

that's six double damage seismic bombs.

And you will drop maybe 3 of them max:D

Nothing requires Sabine to be used on a bomb that her ship dropped, so she's best suited to a squad of K-wings and Bomb-loadout Y-wings.

Advanced Slam & Mine-armed K-wings strike me as a nasty squad to use with her, especially as she has no range limit.

Tactician on the ORS would mean dropping Goldenrod, losing that much survivability and Sabine activations. :P.

I don't know how I completely failed to read that 3p0 was there lol. (Well I do, it was 2am) so I guess you could make the smugglers bomb a conners net then

I'm going to kidnap Sabine and strap her in the back of my Punisher, because Rebels with turrets galore do not need buffs to their bombs!

can you take a picture when you do?

Gold Squadron Pilot (18)

Twin Laser Turret (6)

Bomb Loadout (0)

Extra Munitions (2)

R2 Astromech (1)

Seismic Charges (2)

Gold Squadron Pilot (18)

Twin Laser Turret (6)

Bomb Loadout (0)

Extra Munitions (2)

R2 Astromech (1)

Seismic Charges (2)

Outer Rim Smuggler (27)

Sabine Wren (2)

C-3PO (3)

Engine Upgrade (4)

Millennium Falcon (1)

Total: 95

View in Yet Another Squad Builder

Should be fun and painful.

You're even missing out on some of the fun. With the extra points you can give Ors a bomb (seismic) one of the ys r3a2, and put tactician on the Ors for extra evil.

Not sure I would use Engine Upgrade on a PS 1 ship either. ORS is a blocker extraordinaire. Leverage that with an ion projector and you can get your Y-wings up to Grays. That way you can move after other mooks and decide whether to drop a seismic.

Gray Squadron Pilot (20)
Twin Laser Turret (6)
Bomb Loadout (0)
Extra Munitions (2)
R2 Astromech (1)
Seismic Charges (2)
Gray Squadron Pilot (20)
Twin Laser Turret (6)
Bomb Loadout (0)
Extra Munitions (2)
R2 Astromech (1)
Seismic Charges (2)
Outer Rim Smuggler (27)
Sabine Wren (2)
C-3PO (3)
Proximity Mines (3)
Ion Projector (2)
Millennium Falcon (1)
Total: 100

I'm just looking forward to a 50% chance at one-shotting Fel with Sabine+Prox Mine.

In regards to Sabine and Cluster Mines...

There's literally nothing stopping you from cruising through them with your own ships to detonate them and deal an automatic damage to an enemy ship at R1.

Is a mine template also considered a "bomb token"?

In regards to Sabine and Cluster Mines...

There's literally nothing stopping you from cruising through them with your own ships to detonate them and deal an automatic damage to an enemy ship at R1.

*once per round

In regards to Sabine and Cluster Mines...

There's literally nothing stopping you from cruising through them with your own ships to detonate them and deal an automatic damage to an enemy ship at R1.

*once per round

I'm aware. The issues being discussed in this thread is triggering it more than once.

So, simply leave them there until an enemy ship gets too close. Then fly a Y-Wing through one of them.

EDIT: Just to expand...

You drop some Cluster Mines, and an enemy ship only steps on one of them. Sabine does her thing and gives an enemy ship in R1 an extra damage on top of the likely none that the lone mine did. Next turn, an enemy ship is stil within R1 of one of the mines. So then you simply slide some, likely high health, ship ontop of said mine. You detonate it, and with Clusters being Clusters take very little if any damage to guarantee yet another free damage to an enemy ship.

You increase the "area of denial" of Clusters even more, because simply getting close to them runs the risk of you sending a Y-Wing headlong into them to take 1/3 of Soontir Fel's health away.

Edited by Comradebot

Is a mine template also considered a "bomb token"?

Yes.... There is no such thing as a mine for upgrade/game purposes. There are bombs that are named "XYZ Mine" but they are still bombs.