Double Illicit slot, What are your combos?

By Marinealver, in X-Wing

So now with 2 illicit slots on the Lancer what would you combine them with?

How about Dead Man's Switch and Dead Man's Switch? :P

Okay perhaps not but what about Feed Back Array and Dead Man's Switch. The last hit will do 2 damage to an enemy at range 1 instead of only 1.

What are your upcoming illicit combos?

What happens with Inertial Dampeners and the upcoming Illicit SLAM?

Cloaking + Glitterstim. Which won't work on a large ship :(

Edited by Ravncat

2x Glitterstim always

You wouldn't want to go through withdrawal would you?

Two inertial dampeners, make that Hound look like a racecar by comparison.

2 hot shot blasters.

2 cloaking devices would also be nice since they keep breaking on me, but they are unique and small ship only.

Edited by balindamood

sabine's obviously huffing double stims

other than that, though, there's not really much you can combo. Inertial is probably the cheap and easy way to fill the second slot and feedback is always amazing

I could see a mild combo in Inertial Dampeners + Hot Shot Blaster. If an enemy lands outside your arc at range 1-2, put on the dampeners and hit them with the Hot Shot Blaster. Very situational, though. You're more likely to just use each as normal.

I do wonder how good the Hot Shot Blaster is on our new large ship, though. It does have the mobile arc, so is it worth the three points? Considering I rarely here stories about this upgrade anyway, it seems unlikely that it will find its way into lists with this new ship.

How about Dead Man's Switch and Dead Man's Switch? :P

I would imagine we'll get a rule in the expansion along the lines of the A-Wing Test Pilot upgrade or TIE Interceptor Royal Guard upgrade saying 'no two copies of the same card', but...maybe not.

If not, though...what would happen with two Dead Man's Switches? Would both trigger, delivering 2 damage on dying? Or two Feedback arrays? You go straight to 'fully ioned' and take 2 damage...but delivering 2 damage uncontested to a range 1 target may well be worth it...

Inertial Dampeners and Feedback Array. Block, zap, stop, repeat

Double inertial dampeners seems like it could be strong.

I could see a mild combo in Inertial Dampeners + Hot Shot Blaster. If an enemy lands outside your arc at range 1-2, put on the dampeners and hit them with the Hot Shot Blaster. Very situational, though. You're more likely to just use each as normal.

I do wonder how good the Hot Shot Blaster is on our new large ship, though. It does have the mobile arc, so is it worth the three points? Considering I rarely here stories about this upgrade anyway, it seems unlikely that it will find its way into lists with this new ship.

Hot Shot Blaster is very rarely worth taking full stop to be honest, partly because of the price of it - 3 points is a lot for a single 3 die attack - and partly because the slot has much better things you can put in it.

Scum Slam + Debris Poop. This ship has green 3 banks, so it seems like the dial will be pretty fast. Get Adv. Slam for a couple points and you have a one-shot use of zipping across the board to poop debris right on someone who completely doesn't expect it.

one use, and absolutely not competitive or worth its points, but also totally hilarious.

How about Dead Man's Switch and Dead Man's Switch? :P

I would imagine we'll get a rule in the expansion along the lines of the A-Wing Test Pilot upgrade or TIE Interceptor Royal Guard upgrade saying 'no two copies of the same card', but...maybe not.

If not, though...what would happen with two Dead Man's Switches? Would both trigger, delivering 2 damage on dying? Or two Feedback arrays? You go straight to 'fully ioned' and take 2 damage...but delivering 2 damage uncontested to a range 1 target may well be worth it...

I don't believe doubling up on either of these would have the effect you expect, due to the "once per opportunity" rule.

EDIT: I am corrected below, ignore me :)

Edited by ArbitraryNerd

How about Dead Man's Switch and Dead Man's Switch? :P

I would imagine we'll get a rule in the expansion along the lines of the A-Wing Test Pilot upgrade or TIE Interceptor Royal Guard upgrade saying 'no two copies of the same card', but...maybe not.

If not, though...what would happen with two Dead Man's Switches? Would both trigger, delivering 2 damage on dying? Or two Feedback arrays? You go straight to 'fully ioned' and take 2 damage...but delivering 2 damage uncontested to a range 1 target may well be worth it...

I don't believe doubling up on either of these would have the effect you expect, due to the "once per opportunity" rule.

Rules reference, page 8, card abilities:

"If a ship is equipped with more than one copy of the same Upgrade card that does not require an action to trigger the card’s ability, it can trigger each copy of that card at the specified timing."
Case in point, recon specialist. So with that in mind, both could probably trigger. That's one mean explosion.

How about Dead Man's Switch and Dead Man's Switch? :P

I would imagine we'll get a rule in the expansion along the lines of the A-Wing Test Pilot upgrade or TIE Interceptor Royal Guard upgrade saying 'no two copies of the same card', but...maybe not.

If not, though...what would happen with two Dead Man's Switches? Would both trigger, delivering 2 damage on dying? Or two Feedback arrays? You go straight to 'fully ioned' and take 2 damage...but delivering 2 damage uncontested to a range 1 target may well be worth it...

I don't believe doubling up on either of these would have the effect you expect, due to the "once per opportunity" rule.

Rules reference, page 8, card abilities:

"If a ship is equipped with more than one copy of the same Upgrade card that does not require an action to trigger the card’s ability, it can trigger each copy of that card at the specified timing."

Case in point, recon specialist. So with that in mind, both could probably trigger. That's one mean explosion.

In the cases of Recon Specialist and Dead Man Switch, each card you pay for offers an opportunity.

How about Dead Man's Switch and Dead Man's Switch? :P

I would imagine we'll get a rule in the expansion along the lines of the A-Wing Test Pilot upgrade or TIE Interceptor Royal Guard upgrade saying 'no two copies of the same card', but...maybe not.

If not, though...what would happen with two Dead Man's Switches? Would both trigger, delivering 2 damage on dying? Or two Feedback arrays? You go straight to 'fully ioned' and take 2 damage...but delivering 2 damage uncontested to a range 1 target may well be worth it...

I don't believe doubling up on either of these would have the effect you expect, due to the "once per opportunity" rule.

Rules reference, page 8, card abilities:

"If a ship is equipped with more than one copy of the same Upgrade card that does not require an action to trigger the card’s ability, it can trigger each copy of that card at the specified timing."
Case in point, recon specialist. So with that in mind, both could probably trigger. That's one mean explosion.

Oh, brutal, don't know why I never considered the Recon Specialist interaction, which I've used myself once or twice >.>

Not sure I'd use it on this ship, necessarily, but nobody wants to eat a double feedback array.

Even if that's true, investing four points in a ships that will probably be half your list, doing some damage when it dies, seems like a poor investment compared to two lots of Glitterstim or whatever.

I could imagine using it in epic play ;)

Charge right in the middle of that swarm!

How about Dead Man's Switch and Dead Man's Switch? :P

I would imagine we'll get a rule in the expansion along the lines of the A-Wing Test Pilot upgrade or TIE Interceptor Royal Guard upgrade saying 'no two copies of the same card', but...maybe not.

If not, though...what would happen with two Dead Man's Switches? Would both trigger, delivering 2 damage on dying? Or two Feedback arrays? You go straight to 'fully ioned' and take 2 damage...but delivering 2 damage uncontested to a range 1 target may well be worth it...

I don't believe doubling up on either of these would have the effect you expect, due to the "once per opportunity" rule.

Rules reference, page 8, card abilities:

"If a ship is equipped with more than one copy of the same Upgrade card that does not require an action to trigger the card’s ability, it can trigger each copy of that card at the specified timing."
Case in point, recon specialist. So with that in mind, both could probably trigger. That's one mean explosion.

Oh, brutal, don't know why I never considered the Recon Specialist interaction, which I've used myself once or twice >.>

Not sure I'd use it on this ship, necessarily, but nobody wants to eat a double feedback array.

Two low-cost lancers with double feedback arrays would genuinely get run as an ace microwave. Can't say it'd be competitive against any other list but if you want to talk about rock, paper, scissors that's one finely tuned rock for scissors.

Actually, two Deadman switches on Tel might work.

Actually, two Deadman switches on Tel might work.

Tel's first death shouldn't actually trigger dead man's switch to my understanding - because you wipe your damage cards and re-apply four facedown "the first time you would be destroyed" it sounds like it interjects before dead man's switch would trigger, since it waits until you are destroyed.

Hy,

I also think a double Deadman could be an good option. At least when fighting swarms or preventing Soontir Fel comin too close for the extra dice. But it is a pretty expensive for an upgrade considering it might have zero effect. Double dampers could be really nice if the ship doesn't have this manneuver already. You enemy can "never" know when you stop. I wil surely try both :)

Actually, two Deadman switches on Tel might work.

Tel's first death shouldn't actually trigger dead man's switch to my understanding - because you wipe your damage cards and re-apply four facedown "the first time you would be destroyed" it sounds like it interjects before dead man's switch would trigger, since it waits until you are destroyed.

Correct.

Actually, two Deadman switches on Tel might work.

Tel's first death shouldn't actually trigger dead man's switch to my understanding - because you wipe your damage cards and re-apply four facedown "the first time you would be destroyed" it sounds like it interjects before dead man's switch would trigger, since it waits until you are destroyed.

Correct.

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