Agent Kallus? How to make him work?

By heychadwick, in X-Wing

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OK....so what is the best way to use this guy? He's great when your opponents only have a few ships as it's a lot easier to pick one effective ship. He's worse when he flies vs. a swarm as who do you pick? Lots of meta lists right now only have 3 ships in them, so that's not too much of a fuss, but how do you make him worth it?

What ships can take him?

  • Lambda Shuttle
  • VT-49 (Decimator)
  • Phantom
  • Tie Shuttle (not out yet)
  • Firespary (edited in)

Most people will take the Emperor over him for the Shuttle and there is no room left over.

VT-49 doesn't see much play these days, but is there a chance for him to do well there? Maybe better with Ysanne Issard? Or Rebel Captive? I don't see these guys out very much any more. Any chance to make Kallus work on them?

Phantom? Well....I have no interest in the Phantom, but others might.

Tie Shuttle might be an option. You can use also throw on Rebel Captive or another crew member that might be good. Flight Officer could do it, but gives you a stress. Also, what about putting him on a decent pilot that doesn't use ordnance?

Tomax Bren (24)
Crack Shot (1)
Agent Kallus (2)
Rebel Captive (3)
TIE Shuttle (0)
Total: 30
I'm kind of liking that. He gets only 2 dice, but uses Crackshot and has Agent Kallus to use. Rebel Captive helps him get to the end game or at least punish those that want to fire at him. He can use his action to either Barrel Roll into a new spot with PS 8, use a Focus for non-main target enemy or possible defense, or even just TL whomever he wants.
What other crew would work on the Tie Shuttle varient? Ysanne Issard would add to the durability of that ship. Tie Bombers get hit and take damage. She would add to the survivability of the Shuttle and help bring the ship to the end game. Tomax is great to slowly wear people down with his Crackshot. If it's his main target at the end, he could be really effective. If not, he's still not bad.
Mara Jade could work well as you dish out the stress. Works vs. swarms and aces alike. U-boats can't fire if they are stressed and doing a green doesn't always put them in firing arc. Tie Defenders will be seen soon and giving them stress always makes them predictable. What ship likes getting a stress? Not many.
Tactician is also a good option. It can work to dish out a stress for one target at R2. If you use your action to BR you might be able to make it easier to get in R2. It might make it easier next turn to set up another R2 shot to keep stressing someone.
I'd love to hear other ideas for Agent Kallus. Doesn't have to be high table competitive, but just interesting builds.
EDIT: FIRESPRAY!
So, what is a good way to put him on a Firespray? Just him as is? How does he work with any of the known pilots? Any particular builds that work well with him? I can see that him being used on the Defense is a good thing, as well. Is it a better option than Recon Specialist, though?
Edited by heychadwick

I've been using kallus a lot on a phantom. It's...eh... situational.

He was better when there was fewer ships and one of them was an ace.

On any other ship...there's always a better choice.

Honestly...i think there's just better ways to use the couple points.for now.

imho, he currently belongs on the Phantom, or a Firespray in a pinch.

I either designate the hardest hitting enemy ship, or the one I want to save for last.

FCS + evading & cloaking Whisper/Echo with Kallus in the endgame - is usually not fun for your opponent.

I like him on a Phantom. The large number of dice being rolled means that he should be triggering during every exchange with the targeted ship.

You forgot perhaps the best Kallus carrier: Firespray

Either named pilot can take him with lots of success.

Right.

Like they are saying...

He's at least 'ok' on a phantom. If you don't like phantoms..your probably better off with just about anyone else in the crew chair.

You could have Kath + Kallus + Calculation + Cluster Missile + Guidance chip

It's a laundry list, but you can either double stress by chimping one and calculating the other. Or, just lay in the damage to a low agility.

imho, he currently belongs on the Phantom, or a Firespray in a pinch.

You forgot perhaps the best Kallus carrier: Firespray

Either named pilot can take him with lots of success.

Jawa Juice! I forgot the Imperial Firespray! Shows how much I use it. Any good suggestions for an Imperial Firespray?

You could have Kath + Kallus + Calculation + Cluster Missile + Guidance chip

It's a laundry list, but you can either double stress by chimping one and calculating the other. Or, just lay in the damage to a low agility.

Oh! That could be quite good! In fact, go with Slave 1 and Extra Munitions if you want to improve on that. Still, that's 3 extra points, but it might be worth it.

So, with that build, if you fire vs. your main target, you get to adjust 1 of each attacks to be a hit due to Kallus. If you use Calculation, you change one eyeball per round to a crit, though that kind of is redundant with Agent Kallus. That's a side point, though. GC would also make one die per round a crit. Not too bad. I think I might try something other than Calculation. I would probably just go with Predator and not try to play out the critical hits too much.

What about Kath Scarlet, w/ Slave 1, Flechette Torpedoes, Kallus, and GC? You can fire at the main target. You auto stress them if they are less than 5 hull. GC changes one die into a crit. Kallus helps change an eyeball. That's not a bad idea. You will definitely give at least one stress to smaller ships and possibly two!

I took him on a Patrol Leader once. Got lucky. Went up against Han/Miranda. Kicked in a lot against Han, even on defense once.

He might be ok on Kenkirk. Maybe.

And he might find a home on a Tie Shuttle.

A while back I remember a guy beat a bumpmaster & double starviper list i foolishly took to a tournament: he was flying soontir and Kenkirk with Kallus on board. He swore by him, but I'm not so certain.

He really wanted predator/gunner, so couldn't lonewolf for defence - I think that was his rationale. Think he came third in the tournament.

I'm thinking he could be really effective in Epic. If he was on an Epic ship, he wouldn't get green dice bonus often, except at range. Still, he would help a Raider take down a CR-90. His defense would definitely work there with that main gun range.

He's near mandatory on a phantom. With palpatine and kallus, you take an evade and have 86% chance of three evades with two dice. He's even more important if you don't have palpatine.

i never saw any use for him really.

The few ships that can take crew either have essentially 0 agility and almost always have a focus for offense anyway. Phantom is probably the main one that could use him both ways, but i prefer Tactician on phantoms because if i didnt get range1 i can stress'm out and make them really predictable for the followup attack.

Firespray would be the only other i'd possibly put him on since 2 agi, and you usually dont want to waste the focus on defense for him. But Firespray is also a great Vader-delivery system....bleh lol.

Could technically put him on a TIE Shuttle Bomber i guess. Would slightly improve its durability, and typically due to the point limitation you only do it for 1 crew anyway (fleet officer or systems officer) and can sac the other for a bit of defense.

Could technically put him on a TIE Shuttle Bomber i guess. Would slightly improve its durability, and typically due to the point limitation you only do it for 1 crew anyway (fleet officer or systems officer) and can sac the other for a bit of defense.

What about the Tie Shuttle with Tomas Brax, though? Tomas is almost good on his own with Crack Shot, but Agent Kallus could help tip things even better. Other crew could make people want to attack him less (Rebel Captive) for more late game ability. Or make all enemy nearby stressed (Mara Jade) to add a control element to your list.

I am starting to think he would be awesome in an Epic game.

Trellix and Kallus make good friends. Slap on a HLC, throw up an Evade, then zero in on your target with a quasi-TL+Focus attack.

Heck, could maybe save a point, lose the Evade all day, and go title, EM, Cluster Missiles, Chips (or LRS to keep shenanigans).

Trellix and Kallus make good friends. Slap on a HLC, throw up an Evade, then zero in on your target with a quasi-TL+Focus attack.

Heck, could maybe save a point, lose the Evade all day, and go title, EM, Cluster Missiles, Chips (or LRS to keep shenanigans).

I like both of those!

Krassis Trelix can work with Mangler Cannon and Engine Upgrade.

Sure HLC is great, but at range 1 or auxiliary arc it won't help you much. Same deal with Mangler Cannon, but you save 3 points to put towards that engine upgrade, and at Krassis's pilot skill, one of your other ships may have shed off some enemy shields giving Mangler Crits a chance to shine. Engine Upgrade is fantastic for large ships with extra firing arcs.

It comes down to what the rest of your list is. You could get a Decimator or a couple cheap named pilots.

I've considered trying him on a Firespray, but it's tough because the ship is so far behind. He's actionless, so that's good (at least against one threat), but not as consistent as running something like Predator and then just taking the evade. The calculation+kallus Kath is interesting.

I don't think the decimator is the right place for him unless you're running Kenkirk. A Kenkirk with Lone Wolf, Isard and Kallus could be very annoying in the endgame in the right meta (maybe a couple waves too late?). Otherwise, I don't see a reason to take him on a ship that doesn't regularly have defense dice.

Edited by AlexW

I like to run Kallus on the bounty hunter Firespray when I'm the Empire. First, because I think the pilot abilities for the higher PS Imperial pilots are just not worth the cost, and second because it makes a great damage soak for Imperial ships that are pretty flimsy. Especially if you throw a tactical jammer on it.

I don't like to use him on a Phantom because that means I can't use Intelligence agent, and the ability to see where your enemies are going to end up before deciding to decloak or not is pretty critical.

I wonder if you play 150 pts that it becomes a little easier to use him? Or is it maybe worse because there are too many enemy and he only works against one?

Boba Fett (39):

  • Veteran Instincts (1)
  • Homing Missiles (5)
  • Engine Upgrade (4)
  • Agent Kallus (2)
  • Slave I (0)
  • Extra Munitions (2)

Total: 53 pts

Kath Scarlet (38):

  • Predator (3)
  • "Mangler" Cannon (4)
  • Engine Upgrade (4)
  • Agent Kallus (2)

Total: 51 pts

Krassis Trelix (36):

  • Concussion Missiles (4)
  • Guidance Chips (0)
  • Agent Kallus (2)
  • Slave I (0)
  • Extra Munitions (2)

Total: 44 pts

Boba: Aside from "being on his own ship" flavor, I like to put his ability to use as a high-PS ordnance carrier.

PS10 to ensure I lock my target, ability to point arc the right way in case of shenanigans.

Homing taken for the lock-keeping and to down Soontir/Tycho more easily. Kallus marks the highest priority, so I have full mods on ordnance shots.

When ordnance is gone, I still have a PS10-boost rear shooter.

Kath: PredKallus keeps her action-free against your highest priority, allowing her to boost into position or taking a preemptive evade.

Mangler for the ability. Pretty straightforward.

Krassis: Kept really cheap and still productive. Concussion/Extra costs 1 less point than HLC while making Krassis more accurate (with the same potency) between his ability, Chips, Kallus and Concussion's blank mod. Two front shots are enough for a ship that uses its rear arc far more often.

I wonder if you play 150 pts that it becomes a little easier to use him? Or is it maybe worse because there are too many enemy and he only works against one?

I think that's probably true. One of the reasons it works well on Whisper in 100 points is that there really aren't as many threats to a ship like Whisper and Kallus is effective against that one dangerous ship.

Even in just a generic Bounty Hunter, you can pull this off:

Bounty Hunter (33)

+ Agent Kallus (2)

+ Slave-I (0)

+ Long-Range Scanners (0)

You can come at your target on the first engagement with TL, Evade, and Kallus' offense/defense all at once, which is pretty cool. Competitive? I have no idea, but it sounds neat.

Krassis Trelix (36):

  • Concussion Missiles (4)
  • Guidance Chips (0)
  • Agent Kallus (2)
  • Slave I (0)
  • Extra Munitions (2)

Total: 44 pts

Krassis: Kept really cheap and still productive. Concussion/Extra costs 1 less point than HLC while making Krassis more accurate (with the same potency) between his ability, Chips, Kallus and Concussion's blank mod. Two front shots are enough for a ship that uses its rear arc far more often.

On Krassis with Kallus, I think I'd be tempted to go with LRS over the Guidance Chips. Grab a TL on Kallus's special friend round one and make Krassis's front arc a scary place for that ship.

The rear arc is someplace that should probably be avoided as well.

Edited by WWHSD

He'd be a Phantom autoinclude if there was no OP Rebel Captive in the same slot