How Much is a Crew + Astro combo really good for? (aka, "good lord not another ARC thread")

By ficklegreendice, in X-Wing

hey guys,

continuing on my obsessive looking into of the ARC-170 (can't help it, the spinning 360 of the model on the news page has me hypnotized

rebel-arc-170-600px.gif

), I decided I wanted to delve a little more deeply into all the possibilities this not so little craft offers

Before we start , though, I have to quickly say that I won't be addressing any upgrades with random triggers . There is A LOT of stuff to go through, and I don't really care to devote time to the kind of upgrade that I particularly despise. So, no, I don't plan to discuss the "merits" of Lando or R3. You have been forewarned

Secondly, a rating system!

The "Will Fickle Ever Use This?" Scale:

Nope

Eh...

Possibly!

Finally, in defiance of the typical order, a TL;DR! (it's a long post, guys :( )

R4-D6 could be cool with Braylen and Tail Gunner/Nien for a relative cheap ARC that won't immediately go 'splody on you [28 points]

R5 doesn't really do much, but at 6 critable hull mileage may vary.

R2 probably won't do much since we're promised 6 speed 1-2 green manuevers

R2-D6 gives Thane crackshot and Braylen Rage if you like to gamble; wish it were 0 points like it should have been

R5-X3 could be a great one-pointer, if you remember he exists

R3-A2 is still the god of stress

BB-8 might as well have made the ARC his home. 6 greens + aux arc (less need to red maneuver to orientate forward firing make) make this THE ship for him, imo

Targeting Astromech just isn't that great

R7 is nice because 1 agility makes defensive focus kinda bleh. Fingers crossed that Finn/Rey do something to remove opponent's dice mods, because then R7 will kick ass

R2-F2 ...no

R7-T1 is still situational as all hell, but seems fun on Thane. For more fun, use Thane with R7-t1 and Zeb; prepare to give your best Samuel Jackson pulp fiction impression

R5-P9 does not work well with the ARC compared to R2D2

R2D2 is R2D2; you can fly him and c3po to make your prequel ship as OT as possible (don't expect to please the fanboys, though)

with all that out of the way, let's go!


[ 1 POINT ASTROS:]

1.) R4-D6 (aka "the Biggs Bot")

I'd like to start with r4-d6 to to enforce a minor point, that all the ARCS not named "Braylen Stramm" really care about their actions (Thane performs free actions, Shara wants target-locks and Norra wants target-locks AND focus).

Not to say that R4-D6 has no merit on a ship that is probably letting all the damage it takes roll right through its single agility, but there's only one pilot who can essentially ignore the significant downside (and, even then, losing modifiers kind of sucks)

I really like the benefit of R4-D6, though, so lets see if Braylen can hack it

Synergizes with:

Alliance Overhaul . The fact the we have an aux-arc already minimizes the problem with stress (no k-turns or us lowly non-defenders), but the title pulls double-duty by offering action-independent modifiers that aren't hampered by stress. This fact could make Tail Gunner an attractive investment. Gunner/Luke are also options, but at their price point I don't feel you're making the most of them in this build

Nien Nub to give you more greens to gamble with Braylen's ability (you don't need greens, but a green manuever + Braylen will clear two stress in one go)

(sorta) Kyle Katarn. Hey! Actual synergy! Sadly, it's a bit sloppy since the triggering stress is by no means a guarantee (gotta get shot at or pull a red maneuver first)

(sorta) Hera Syndulla. Get stressed; red maneuver anyway. Kind of weird given how I just illustrated how much Alliance Overhaul helps, though, and the added stress doesn't really help with Braylen's random ability

(not really) Chopper. Bam! Actions when stressed! self damage kinda defeats the purpose of

r4-d6 in the first place, though...

(not really) Ezra Bridger. Not only is he kind of redundant with Alliance Overhaul , but Braylen's sometimes stress-removal is going to make their relationship really peculiar

example build: Braylen (25 ) + r4-d6 (1) + tail gunner (2) = 28 points

What we're looking at, ultimately, is cheapish ARC-170 that can soak damage and hopefully contribute at least a little bit offensively.

He is still pricey, and for that reason I highly doubt he'll ever breach the upper echelons of competitive play, but it is probably the cheapest way to run a sexy ARC that won't spontaneously combust on you

2.) R5 ASTROMECH

The "**** it, I have a point left over" astromech

The effect of this astromech could be significant on our 1 agility, 6 hull ship but I've personally never been impressed. If you feel differently about him, keep him in the front of your card binders. He is, after all, only a point

R5 does do the impossible of making me wish Greedo were Rebel Scum Only , because with him, r5 and Determination we could have ourselves a troll of a time. Alas, not meant to be :(

Synergizes with

(not really...I think) R2-D2 (crew). Someone's going to have to dig through the phase order and determine whether or not "during the end phase" (r5) and "at the end of the end phase" (r2-d2 crew) actually allow them to trigger in the proper order (R2-d2 first; r5 to undo the damage hopefully).

3.) R2 Astromech

given the promise of 6 green maneuvers at speed 1-2, r2 astro is set to only open up 2-turns as green maneuvers. As solid as I feel the little droid is, I don't think the ARC in particular cares enough

4.) R2-D6

Ah, the two point, double-priced crackshot

r2-d6 is a tragically limited card that I don't believe deserves to cost a point (if your upgrade doesn't do anything by itself, imo it should be zero points like Slave 1 ).

Only Braylen and Thane actually get anything out of R2-D6. Of the two, Thane is probably the one you'd want with an ept due to his action efficient ability

If R2-d6 were 0 points as he should have been, I do believe I would slap him on Thane without hesitation. Having access to crackshot or adrenaline rush (red move without denying your own ability) could be a lot of fun, but the double cost associated makes it far less attractive

Synergizes with

Crackshot. Probably why you'd run it in the first place. Thane is Theodore Roosevelt's "Big stick", ie he's there to discourage people from targeting friendlies by threatening fully modified retaliation. Crackshot helps hit the enemy where it hurts. Could run with Tail Gunner for extra "**** your green dice", though at a not inexpensive 30 points.

Rage (Braylen). Not the combo for me, because you're crutching on Braylen's 50% ability, but it's there if you want to chance it. Like with r4-d6, Tail Gunner providing an action-independent modifier and Nien Nub opening up some green moves could be good options when you're dealing with stress.

Draw Their Fire . Yeah, it's not a crew but this is r2-d6 we're talking about here. I'm not super stoked about the combo, but given Thane's easy synergy with Biggs you may want to give DTF a look. At two points and without regeneration (r2-d2 crew anyone?...yeah too pricey), I'd personally give it a pass

Stay On Target (Braylen). Sadly, the big draw to Stay on Target (targeting astromech) can't fit when r2-d6's fat arse is already sitting in his seat. Still, if you like being an absolute bugger with Intelligence Agent, well here's your chance.

Outmanuever. Four points of investment on a low pilot skill, mostly included to remind you that it exists and that the arc has two arcs to work with it. I do believe, however, that Tail Gunner is the far superior investment

5.) R5-X3 (aka "Dash Bot")

like his generic cousin, R5-X3 is one of those "I have a point, so **** it" options that don't really synergize with much

the difference here is, while r5 astro could sometimes help you, r5-k6 can be used to give you a pretty decidedly epic turn based on how you fly rather than what you're hit with

for one turn, your ARC-170 will turn into Dash Rendar (both the pilot AND the crew, though I'm not certain if he ignores obstruction on attacks)

His biggest problem, imo is that he can't be taken with bb-8 for maximum troll, so you are going to have to put some thought into making him tick

Because Braylen and Norra are probably going to be using astromechs that synergize with their abilities (more specifically, PTL in Norra's case though R5-X3 will help her there too for one turn), R5-X3's most likely home is Thane. Some positioning flexibility will allow you to utilize maximum arc coverage for his ability

He's not something that you can slot in easily for maximum efficiency, but he's probably not someone you want to forget exists entirely. For one point, he could lead to some glorious plays

[2 POINT ASTROS:]

1.) R3-A2 (God of Stress)

Won't spend much time here, because we should all know this little guy kicks ass

The most obvious synergies with the ARC-170 are

Braylen (again, cares the least about stress) with either Gunner or Tactician to emulate the BTL-a4 Y's ability to double stress

Norra with KK. r3-a2 + KK is the only way (other than PTL) to generate a self sufficient focus + TL for her ability thanks to Biophysical for noticing the combo! While single stress doesn't seem amazing, it can actually really dictate an opponent's ability to fire at you at all in addition to helping set up your pilot ability.

R3-a2 + KK Norra has a free ept slot, which means you can invest in TL-independent re-rolls (lone wolf or Predator) or in Veteran Instincts to shoot her up to Pilot Skill 9

2.) BB-8 (so awesome that they had to give him a lighter, even though no one in star wars smokes)

after immensely enjoying BB-8 on Wedge and Ello, I have to say the ARC-170 strikes me as the far superior platform

the most annoying thing about BB-8 is that having stress will shut him off for the round (free action triggers before maneuver), so having to k-turn or T-roll will take him out of the game for two. Even Asty's white t-roll means a turn without bb-8, and that's a sad thing to live through :(

The ARC, though? you don't need to k-turn when you have an aux arc :D

the promise of six green maneuvers is also the most of any Astromech bearing ship, making it a very promising time for bb-8 even if they don't have a green 3 foward

Synergizes with

Tail Gunner. In keeping with how the aux arc frees you up for more bb-8 fun, Tail Gunner makes your aux arc far more potent than normal which makes it an easy combo. PTL Norra especially benefits from bb-8 and Tailgunner, due to bb-8 shedding PTL's stress and the combination of her ability and Alliance Overhaul from the rear-arc interacting with Tail Gunner.

Nien Nunb , for when you gotta roll fast!

Intelligence Agent. Annoy the crap out of your opponent with low PS blocking! Might actually be a use for Shara, since she ain't using that TL if she's not shooting anything right?

Sabine Wren . I love bombs, and if I understand this correctly Bb-8's "when you reveal a green maneuver" and seismic charge's "When you reveal your maneuver dial" should trigger simultaneously, allowing you to determine the order (allowing you to barrel-roll into optimal seismic dropping position!). The reason I'm not recommending this whole-heartedly, however, is because it's freaking expensive. You're looking at 8 points for Seismics + extras + sabine + bb-8 at a minimum; 9 for VI (makes your seismics far more effective because you know when they'll detonate on lower PS pilots)

Dash Rendar. A rarely seen and oft forgotten but interesting crew, Dash Rendar's crew ability doesn't work off of bb-8 as much as his pilot ability would have (imagine just bb-8ing onto rocks without a care in the world), but he does let you land yourself on asteroids without forcing you to forfeit an attack. With PTL, you'll still get a single action off of bb-8's barrel roll too (with Norra and Alliance Overhaul , you'll want a target-lock)! A corner case and situational benefit, but in the right hands it could be game defining. Don't forget that he allows you to ignore obstruction; that lucky green die could be game changing if your let your opponent have it!

3.) Targeting Astromech (it's not red here because it's a red droid...)

eh, you'd think the promise of a lot of high speed red maneuvers would make TA a more exciting option, no? Unfortunately, I just don't see it being too impressive

TA's biggest problem is that you normally can't chain it from round to round (Stress + red maneuver = no no) making a 2 point cost a rather suspect investment in most cases. Unlike the Ghost, the ARC doesn't have the upgrade real-estate necessary to compensate for the lack of mods when using something like Hera to assuage this drawback (though it does have Alliance Overhaul from the rear)

Braylen provides the obvious answer...half of the time. Half the time , you're looking at 2 points for a fully modified shot (maneuver, TA for a lock, magically shed your stress; focus) and you'll get to do it again next turn :D the other half of the time?... sucks . You can see perhaps why FFG chose to make ept-less Braylen have an rng dependent ability, but I personally weep for what was lost here :(

None of the other arcs particularly enjoy losing their actions, with perhaps the exception of Shara since TA will get her a lock regardless

Synergizes with

Chopper (Braylen). For 0 points, TA Braylen is guaranteed full mods for one turn with a 50% chance of self-damage for 28 points. Don't think you'd want to help your opponent kill the normally not so durable ARC, especially when Chopper doesn't get around the fact that Braylen cannot chain red maneuvers if his ability craps out on him. Personally, I believe even Thane without upgrades is the strictly investment, as he has a better chance at getting fully modified shots at a higher PS (significant over scouts) for cheaper.

Hera. The problem with Hera in this set-up is that the ARC doesn't have a way to generate focus mods after you've clogged up both the crew and astromech slot. This means you'll only ever run around with re-rolls, provided you only take red moves (easier to do with Stay on Target ).

Ezra . "I got your focus right here!" Unfortunately, now we don't have Hera so the combo of TA + Ezra will only kick in half of the time (75% of the time with Bray? I can't do math :( ) since you can't chain red moves. Also half redundant with Alliance Overhaul's rear arc benefit.

4.) R7 Astromech ( the "Mison" in "Tarn Mison")

R7 astromech is one of my personal favorite cards that I've sadly never really been able to find a good home for. Tarn is the obvious combo, of course, but he gets old really quickly.

On the plus side, the ARC-170's measly 1 agility makes defensive focus far less attractive so you'll have plenty of excuses to target-lock (especially if you're already getting the focus --> crit benefit from Alliance Overhaul ) on everyone who isn't Norra

The trick with R7, as with all forced re-rolls (so...just zuckuss crew?), is that it's far more effective against unmodified opponents. Unfortunately, we don't have any abilities nor crew currently that crew over your opponent's modifiers except indirectly (Tactician stress?). Hopefully, Heroes of the Resistance will deliver? (come on Finn or Rey!!!!!!!!!!!!)

Keep this card close at hand . He might soon become A LOT more valuable than he currently is

Currently, the main synergies with R7 currently have to come from external sources, such as stress dealers, blockers and Wes Jenson

Synergizes with

Tactician , albeit indirectly. Tactician stress is a way to attempt to deny your opponent's modifiers to make R7's forced re-rolls all the more annoying.

Weapon's Engineer. Personally, I think the pig's an awful waste of 3 points simply because he cannot stack TLs on the same ship. Because he splits TLs across two ships, he encourages inefficient split fire when you should be doing your utmost to concetrate and kill enemy ships instead of leaving them alive where they can do some horrible damage. Well, with R7 at least the piggy serves an additional purpose. Lock onto the enemy you want dead, piggy onto the enemy you don't want to shoot and use r7 against him. Expensive at 5 points; almost undoubtedly inefficient, but it's something

[3 Point Astros:]

1.) R2-F2

good lord no

synergizes with Flight Instructor to at least get a good laugh

2.) R7-T1

personally, not at all a fan of this guy. He's incredibly conditional, requiring a range 1-2 opponent to have you in arc before you get any benefit out of him

the only ARC-170 pilot that seems to care at all about R7-T1 is Thane. Thane stares enemies dead in the face and DARES them to shoot someone else. If they do, you're either R7-T1ing into range 1 for a fully modified 4 dice or you're already there and taking the focus.

the boost portion of R7-t1 could also help align Thane's firing arc to better orient his ability

Synergizes with:

Tail Gunner . Between the range limitation on R7-t1 and the distance created by boost, you can easily overshoot your enemy with your front arc.

Intelligence Agent. Hey, it's a potential boost on lower PS pilots. That's a perfect recipe for blocking

"Zeb" Orrelios . Continuing with the theme of low PS boost blocking, we have the crew that lets you fire at opponents your normally couldn't have base-to-base. While probably not effective, this is the pinnacle of Thane's "I DARE YOU" technology as there isn't a blocked ace in their right mind who would dare trigger his ability under these circumstances. Be sure to bring Biggs for maximum troll

3.) R5-P9

A situational but potentially powerful (poe; yay alliteration!) astromech that sadly doesn't synergize efficiently with the ARC

while you have the obvious combo of Rec Spec and R5-p9, you're simply better off with the more points efficient and action independent R2-D2 especially if running push the limit (ie norra)

Another problem with the Rec Spec and R5-p9 combo is that the two higher PS ARCs are wedded to their target-locks to have their abilities do anything, while the lower PS ARCs probably aren't going to be able to abuse regeneration to the point where the expense is worth it

[Four Point Astromechs R2-D2]

1.) R2-D2

I mean, it's r2-d2 and the ARC can stack him with c3po

already wrote about him here

https://community.fantasyflightgames.com/topic/224849-arc-angel-norra-and-the-other-rebel-regenerators/

the end! (TL;DR above...hope you didn't miss it...)

sadly, the trip down astromech + crew lane didn't inspire as much as I thought it would, but I did not consider the following two arc builds before

Braylen (r4-d6 + tailgunner) - 28

Thane (r2-d6, crackshot; tailgunner) - 30

and I now hope to try them out ASAP

Edited by ficklegreendice

Assuming that the ARC-170 has either white red turns at either speed 1 or 2. I think R2 may be a better option that you are giving it credit for. Nora with PTL will be able grab a TL to boost her damage and a focus to modify her rolls every round and befairly maneuverable while trying to ditch the stress.

Keyan crew would also be pretty solid here.

Edited by WWHSD

The arc would need to have low speed reds which would both suck and be uncalled for due to the promises of the preview article

Then again, these are the same guys that promised SLAM seismics so who knows?

I'd be down for green 1 turns maybe. but without speed 1 turns, you're just looking at two green maneuvers (speed 2 turns) and bb8 for a single point more is just too good a deal then

Ptl bb8 not only allows you to ptl and end up unstressed, but it provides a free barrel roll AND pseudo sensors (ptl off the roll before losing your normal action to bumps/obstacles)

Edited by ficklegreendice

I like this one:

R2-D6 + PTL on Thane, Vectored Thrusters 32 points.

PTL lets him chain actions off his free action, so you Focus, and if someone fires at a friendly, you grab a TL and can do a Barrel Roll. Alternatively, if you're blocked, or fly over a rock, PTL lets you get both your regular actions to do some extra damage. If he's the lead blocker in your formation, you can go for a block, then when the blocked ship shoots, Barrel Roll off the block and grab a TL on the ship that just shot. Engine Upgrade is useful too, for obvious reasons. It's more flexible than R7-T1, but more expensive, and can really make Autothruster reliant aces sweat.

Certainly all of this has an overall "Biggs Effect", and pays for it, but if you have a squad that can take advantage of that, you might be in good shape.

Rec Spec + R2-F2 + Exp Interface! At least give it a mention for being... Uh... Possible?

R2-F2 is possi--NO

As for Biophysical, You got a crew slot open there. Int agent for the block I take it?

Biggs to counter the Biggs effect :P ?

Edited by ficklegreendice

R2-F2 is possi--NO

As for Biophysical, You got a crew slot open there. Int agent for the block I take it?

Biggs to counter the Biggs effect :P ?

Intel Agent is an option, but really anything that helps the squad can slot in there. Nein Numb for fast moves, Jan Ors, maybe, Kyle Katarn for double Focus silliness, Tail Gunner, because it's kind of good all on it's own.

Targeting Astro and weapons engineer on shara should not be discounted. She's gonna get 2 locks no matter what.

Targeting Astro and weapons engineer on shara should not be discounted. She's gonna get 2 locks no matter what.

once, then you gotta start doing greens

but I do discount weapon engineer. it's not a good card unless you routinely split your fire (or use r7), which really isn't something you should do (you should use r7 though, it's fun)

for its price, you can almost certainly do better

Edited by ficklegreendice

One combo I'm looking forward to trying is R3-A2 and Ezra on Nora. She can take a target lock for her action and use R3-A2 during her attack with the flexibility to spend it to add an extra focus result, which Ezra will instantly turn into a crit. She can either use Predator/Lone Wolf for the extra dice mods, or add VI to help her get those target locks and serve as anti-Soontir/Whisper tech.

R5-K6 was left out of the rundown, but still seems lackluster. A 3/8 chance to reacquire a spent target lock might have been useful on Nora, but they had to limit it so you can't actually use it during the attack.

You don't HAVE to fire at both targets. You can save one. And you're going to be doing green maneuvers after a red one anyway. Might as well get 2 actions on that red turn.

What is Norra + KK?

I think c3po and r2-d2 will be a staple combo on ARC's.

What is Norra + KK?

Kyle Katarn.

Norra with KK. r3-a2 + KK is the only way (other than PTL) to generate a self sufficient focus + TL for her ability thanks to Biophysical for noticing the combo! While single stress doesn't seem amazing, it can actually really dictate an opponent's ability to fire at you at all in addition to helping set up your pilot ability.

Lando+EI is a bit less reliable but it can also do it.

What is Norra + KK?

Kyle Katarn.

this guy

takes a turn to set up, but Kyle Katarn working off of stress generated by R3-a2 will give you a free focus

you then use Norra's normal action to target-lock, giving you focus + target-lock for her ability (and a stress to your opponent)

freeing up your ept for LW/predator/Veteran instincts etc

I think c3po and r2-d2 will be a staple combo on ARC's.

maybe on Norra

outside of 1v1s using Norra (c3po + r2-d2 + her ability used defensively is effectively invincible against a single enemy such as the inquisitor), the combo isn't necessarily enough to carry 1 agility ships anymore

ye ole YT-1300 can no longer sustain its bull on the back of the double-damage cancel (c3po + mf title) in this era of "blow **** up" (or TLTs the era prior), and while the ARC is a lot cheaper it's also not a whole lot of good at arc-dodging in the traditional "boost out of dodge" sense

I think you can make regen Norra work wonders if you use Biggs to deliver her into a good late game scenario (just beware jumpmasters), but I don't think the other ARCs have what it takes to make it work

If you're going to get any mileage out of Shara's ability at all (and I agree it's underwhelming), I think it'll be with the Weapon Engineer/R7 combo. With the addition of PTL, you can preserve a bit of offense early on and have her hit like a truck in the end game while getting the defensive benefit of R7. And while you're right that R7 would benefit from something removing focus, it's already resilient against rerolls.

I feel ******* awful

I forgot that you can Nien Nunb into 3 and 4 forward bb-8 rolls :(

added

If you're going to get any mileage out of Shara's ability at all (and I agree it's underwhelming), I think it'll be with the Weapon Engineer/R7 combo. With the addition of PTL, you can preserve a bit of offense early on and have her hit like a truck in the end game while getting the defensive benefit of R7. And while you're right that R7 would benefit from something removing focus, it's already resilient against rerolls.

Or Predator if you plan on having Shara support or R7 more than offensive re-roll. Bit pricey at 36, but it's something I suppose

well, either that or you can use her in a capacity that won't have her constantly shooting at things (though not shooting at things is probably not the best use of a 28 point base ship...but eh we'll get there when we get there)

you can facilitate these capacities through bb-8 and either sabine (seismics/thermals and focus on bombing as a primary damage source; normal action for TL support) for a total 37 points (man, she's pricey)

or bb-8 + intelligence agent (block city) @ 31; 34 if you want PTL to ensure TLs before rebel arc-dodging

funny thing about PTL ARCs is that it's very tempting to put plasmas on them, because you get the same mods as torp scouts (TL to fire, have a focus left to modify + g-chips). It's funky on Norra because she already has her ability, but if Shara needs to pull her weight perhaps an alpha strike would help out

Edited by ficklegreendice

expanding upon Alpha Shara (sounds like a leader, she does), albeit not in the way I want because I really want to fly regen Norra

Norra

*predator

*Kyle Katarn

*R3-a2

* Alliance Overhaul

[37]

Shara

*PTL

*Intelligence Agent

*bb-8

*Plasmas

*G-chips

* Alliance Overhaul

[37]

Biggs

*r4-d6

*integrated

[26]

not personally super enthused because I like having multiple ships that can do maneuver based shenanigans, but swapping Norra's predator for VI + VTs doesn't help a whole lot (PS 9 with int agent doesn't have a lot of coverage)

there's also the slight problem of Plasmas being sorta pointless because Shara still fires after Norra, but w.e baby steps

anyway, assuming we set up KK properly (gotta do one of the advertised high speed red maneuvers the turn prior to engagement, and then engage with a green move), we're getting

  • Norra firing with a predator re-roll + focus + a hit result from her ability
  • Shara firing focused + chipped plasma
  • Biggs being Biggs

don't actually know if that's enough to maul a torp scout (effective 11 total dice: 3 with a re-roll + focus + guaranteed hit, 4 + focus + guaranteed hit; 3 + focus) but it's what we got, and then we have r3-a2 and Int Agent annoyance to help deal with aces

it should also delete the palp shuttle pretty regularly :P

Edited by ficklegreendice

In another thread I posted a different regen combo:

R5D6/Expirimental Interface, Kyle Katarn.

Gets a free focus and 5/8 chance of hull regen each turn, plus the normal action, which works on Nora without taking the EPT

I feel ******* awful

I forgot that you can Nien Nunb into 3 and 4 forward bb-8 rolls :(

added

If you're going to get any mileage out of Shara's ability at all (and I agree it's underwhelming), I think it'll be with the Weapon Engineer/R7 combo. With the addition of PTL, you can preserve a bit of offense early on and have her hit like a truck in the end game while getting the defensive benefit of R7. And while you're right that R7 would benefit from something removing focus, it's already resilient against rerolls.

Or Predator if you plan on having Shara support or R7 more than offensive re-roll. Bit pricey at 36, but it's something I suppose

well, either that or you can use her in a capacity that won't have her constantly shooting at things (though not shooting at things is probably not the best use of a 28 point base ship...but eh we'll get there when we get there)

you can facilitate these capacities through bb-8 and either sabine (seismics/thermals and focus on bombing as a primary damage source; normal action for TL support) for a total 37 points (man, she's pricey)

or bb-8 + intelligence agent (block city) @ 31; 34 if you want PTL to ensure TLs before rebel arc-dodging

funny thing about PTL ARCs is that it's very tempting to put plasmas on them, because you get the same mods as torp scouts (TL to fire, have a focus left to modify + g-chips). It's funky on Norra because she already has her ability, but if Shara needs to pull her weight perhaps an alpha strike would help out

Biggest difference is you have only one shot, but then, you don't care that much either - you have useful post-torp gunnery (and none of your purchases are bad in that respect anyway), and plasma torps are cheap enough that EM isn't critical for getting efficiency.

I think I like it. Norra + Shara, perhaps. ... And now I'm hunting through the pilot listings to find a PS6+ Rebel pilot who could cram in a Homing Missile with the points remaining (Which could fire but not spend Shara's TL, with a Focus of their own)...

I feel ******* awful

I forgot that you can Nien Nunb into 3 and 4 forward bb-8 rolls :(

Don't forget Navigator and BB-8. They have the same timing.

Reveal a green move, use BB-8 to barrel-roll and then change your dial to any maneuver with the same bearing. VI+Navigator+BB-8 on Nora is one slippery PS9.

I think I like it. Norra + Shara, perhaps. ... And now I'm hunting through the pilot listings to find a PS6+ Rebel pilot who could cram in a Homing Missile with the points remaining (Which could fire but not spend Shara's TL, with a Focus of their own)...

Blount doesn't really have any obvious synergy with the ARC pilots or Homing Missiles but Cracken with his free actions could be a promising candidate so really improve your action economy even further. Maybe give him VI for a chance to pop Soontir and the like at PS10.

A wings are too expensive for this I think. You won't get a PS6+ pilot with Homing Missiles into the points you have left.

2.) BB-8 (so awesome that they had to give him a lighter, even though no one in star wars smokes)

Heyyawannabuysomedeathsticksssss?

How do we know deathsticks aren't just crack in pocky form?