Rating the Shadow Caster title

By PhantomFO, in X-Wing

We've already known about this for a while, but I'm curious to have a focused discussion on it.

For those who haven't read any of the previews (in which case I wonder how the heck you found this thread), the title basically adds a short-ranged Tractor Beam to your primary weapon, but only when attacking from your Mobile arc at range 1-2.

Given the price point on the title, I'm torn on it. It's two extra points over a regular Tractor Beam upgrade for a ship that's already going to be about 40% of your list, and carries a shorter range. However, it stacks onto your primary weapon attack, and is a quasi-turret that gains a range-1 bonus for an added chance to hit.

The nature of tractor beams would normally make the title better for a higher-PS ship to set up attacks from friends. However, the addition of Ketsu Onyo (who I keep wanting to write as Ketsu Onion) allows the Shadow Caster pilot to benefit from their own tractor beams on subsequent turns. That gives it some added value, even if Ketsu can't benefit from it herself as a pilot. For that reason, I'm seeing Asajj Ventress as the best candidate for the title.

Each pilot works well with the title. I would argue that Ketsu actually works best with it and VI, since you can get to the upper echelons of PS, and make the best use of her ability in conjunction with the title.

Once really liked Ketsu since she was announced, but each pilot is good in their own right.

its 2pts over a tractorbeam that does damage. All damage, not just "cancel all dice suffer 1 hit" damage.

Furthermore, its 2pts over a tractorbeam that points in 1 direction for omnidirectional firing (barring a bit of preplanning).

Even on low PS i could see it being very annoying. Repositioning alone can really mess with people even if you arent landing them on a rock (yet) or you have followup shots. I ran a palpmobile with tractors instead of a 99pt bid before and shockingly the tractorbeam did more for me than the 3die primary purely because it kept throwing people behind a rock or messing their approach up (like not quite getting range1 anymore)

I'm personally unimpressed

Tbeams does its best work on high ps (set up shots for your list; potentially deny enemy shots by flinging them onto rocks before they shoot)

Your highest ps is 7; 9 with vi which is good but then youre dancing the dance of the barely modified (just got k4/dengar and your action)

You may be able to compensate with gyri-whatevers and stims but then we're sharply limiting manueverability

Worse, if you're alone and not up against lower ps small bases, the title effectively does JACK CRAP witbout Ketsu crew (and we only got one seat)

The biggest problem, though, is you still gotta go through dice to land it. Palp aces being what they are...yeah good luck

This problem also ties directly to the "dance of the barely modded" problem

So...eh

Might be able to fenangle it on VI Ketsu or even on ptl Ventress if you can abuse the mobile arc well enough in conjunction with action/manuever denying stress but it'll be difficult

Over 9000

Ketsu seems the best use to me. Being able to get two tractor tokens onto a target, one automatically, at high PS... That's REALLY gonna sting.