Mebbes aye, mebbes naw.
But for me it's up there as a contender. I am of course talking about the Z-95 Headhunter. This is my take on it and why I think point for point it's one of the greatest little ships in the game.
I've no doubt for some people out there it's nothing more than a points filler. Got a spare 12 points kicking about in your Rebel or Scum list? Throw a Z-95 in, there you go, you've used your points up and got a cheap blocker to boot. And that's probably as much thought as they give it, however, for me, it's a wee bitty more than that.
The Dial
The Z-95 has a good dial. IMO it's only marginally worse than an X-Wing. The white one banks and green one straight allow you to slow play it and with only one red on there it's a solid, if uninspiring wheel of movement. Are there ships with better dials? Yes. But at 12 points? No.
Cost Efficiency
MajorJuggler has worked out the cost efficiency of both the Rebel and Scum variants in his excellent MathWing thread and the pricing for Generics in both factions holds up remarkably well. When you start taking named pilots the cost efficiency is, with the exception of Lt Blount, still more or less bang on. However, I would like to see how much (or if) the release of XX23 S-Thread Tracers will change this value.
Jousters?
One thing that MajorJuggler's thread also throws up is the jousting ability of individual ships and again both variants of the Z-95 hold up remarkably well. But are they really jousters?
Well, the part of me that's quite happy to throw them up against ANYTHING in the game says yes, without a doubt. But the other part of me; the part that says they're just a wee bit too flimsy and they don't throw out enough damage, says no. The reality? They are; but if we're honest, they're range 1 jousters that are at the bottom of the pecking order. But again, their cost mitigates their shortcomings.
Upgrades
Both the Rebel and Scum variants can take either a Missile or Modification, with the Scum Z-95 having an additional Illicit slot; although the Illicit slot comes at a price, a drop of 1 PS on both generics compared to their Rebel equivalents.
That aside, two chances to upgrade your Z-95's?
Personally, I take them. When I'm running Scum Z-95's, at least eighty percent of the time they've got Feedback Array and a Hull Upgrade. Why spend the 3 points on a HU? Let's me dish out and take a wee bitty more damage. And at just 17 points for this loadout, people tend to try and stay out of Range 1.
The other twenty percent or so?
Prockets and Stealth Device. This takes you up to 18 points, but gives you 3 evade dice (4 at range 3 against primary weapons and through obstacles (until you're hit that is)) and a chance to throw 5 attack dice into your opponent if you can keep the Stealth Device and get into Range 1. Great theory, but you know, the defence Dice Gods have their own ideas about how games should go. For me it's still worth the gamble.
In either case, at 17 or 18 points you're starting to get something that people don't particularly like and at a very reasonable points cost.
Pilots
I tend not to run the named pilots, Yes, Cracken and Shulak have decent abilities, but for me they're not game changing enough to take them over the generics. This will probably change when I get my hands on Thread Tracers though. Blount, get your backside into my list.
Competitors?
TIE-Fighter: the original Swarm ship. It's got better natural agility, can take an evade and it has that all important barrel-roll. It also has the ability to take a modification.
With just 3 hull points it's fragile, but that's not a particular problem. Its agility makes it harder to kill than you think. And I'd put money on me not being the only person on these boards who played their first demo game being impressed at how they could hold their own.
I don't think their dial is as good as the Z-95, but if I'm honest, it is the better ship.
TIE/FO: Has all the bells and whistles of the original TIE Fighter with the added bonus of a single shield, target lock and an additional slot which can take a Tech upgrade. It also has a better dial than the original, but still lacks the 1 straight and 1 banks of the Z-95.
Again, it's a slippery bugger, and for what you get for 3 extra points the better ship.
M3-A "Scyk" Interceptor: Same card as the TIE/FO, but that's where the similarity ends. It has green 1 banks but no 1 straight. Has one less shield than the Z-95. Although it can take a Title, it pushes the price up to 16 points before you add either a missile, cannon or torpedo. Z-95 beats this one hands down. As many people on the boards have pointed out before, it just becomes far too expensive to be useful.
So there we have it. My take on the Headhunter. I fly it a lot and I love it. Is it one of the greatest little ships in the game? I think so, but what are your thoughts?
Cheers
Baaa

