Agent Kallus? How to make him work?

By heychadwick, in X-Wing

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.

I think this one boils down to preference.

If you know how to disengage with a 'spray, LRS is a very good add-on. Opens up the action bar quite nicely, although I worry about the second Concussion shot.

I myself enjoy the free crit and suffer badly from cold dice. The disadvantage is that once ordnance is gone, GC is useless.

Personally I would resoundingly say he works best on... Epic ships in cinematic play. Especially the Gozanti. Especially when the enemy have the Ghost... And throw on that "into the star cluster" track at the start of the match when you declare your target.

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

See lots of those do we?

Dunno about in general but I haven't seen them in 3 Waves now except on RAC.

Kallus shines in a 2 ship meta game and in Epic. If generic swarms eve come back (and the Awing swarm is pretty close to making it happen) the old mutton chop'd monster will just be overwhelmed with targets.

Maybe go convince your local gaming group that 2 ship builds are in and they all should get going with it.