So Ketsu Onyo crew can be used on tractor beam tokens dealt from other ships

By ParaGoomba Slayer, in X-Wing

Let's look at this build for example:

Asajj with: Mindlink, Feedback Array, Ketsu Onyo, Shadow Caster, BMST, Gyroscopic Targeting.

IG-88B with Mindlink, Feedback Array, Seismic Charges, FCS, Autothrusters, HLC, Tractor Beam.

Both pilot skill 6. Both have super green dials, so great for Mindlink.

You hit a ship with the Shadow Caster? Get a TB token.

Hey, maybe we can stack another with the Aggressor. Lol, keep those.

And Asajj stresses you.

Both BMST and double Feedback means we can potentially one volley Soontir, or automatically just put 2 damage onto something else important in a pinch.

If a Phantom gets double tractor beamed, it's only 2 agility when it's cloaked.

You could double tap with a tractor beam from the Aggressor. Either you actually hit with this, or they spend their tokens to dodge this. Now Asajj has a higher chance of hitting and applying a tractor Beam token. This then cascades as long as you keep the tractored ship in a firing arc at range 1-2.

Palp Shuttle? Attack with Asajj first, you're hitting it. Aggressor then hits it when it has no agility.

A Defender can be double Tractor Beamed in a round. Next round the shadowcaster hits it and makes it zero agility. Now you can just max out your FCS HLC against it from the Aggressor and hit it for 3/4 damage depending on if they've spent the evade against Asajj.

Edited by ParaGoomba Slayer

Yes. Ketsu crew does not specify a source. At the start of the end phase, choose a ship within the arc of the ship with Ketsu at Range 1-2. That ship does not discard its tractor beam tokens. Doesn't specify a number or a source, so any number of TB tokens from any source stay on the ship.

Edited by Engine25

So long as it's in arc and range 2. Hence people will avoid arc, or range and they discard the token's and their agility is back to where it was

Imo, I think ketso would work well with the mist hunter.

4-LOM 27

Mist hunter 0

Tractor beam 1

Ketso Onyo 1

Total: 29 points

First round of firing you make sure to get that tractor beam token on an enemy ship. then fly at normal-fast speeds to make sure they stay in arc.

Should be fun when the Quadjumper drops.

I'm not sure the loss of a 4-die attack on IG88 is worth the tractor beam shot to set this up though.

Imo, I think ketso would work well with the mist hunter.

4-LOM 27

Mist hunter 0

Tractor beam 1

Ketso Onyo 1

Total: 29 points

First round of firing you make sure to get that tractor beam token on an enemy ship. then fly at normal-fast speeds to make sure they stay in arc.

The shadowcasters mobile arc does open a wider window to keep a ship in arc though

That Asajj build is just deadly.

Still wondering who the best partner is though. I feel like IG-88 still has too limited of an arc to be reliable against aces.

Maybe Dengar or Manaroo?

Imo, I think ketso would work well with the mist hunter.

4-LOM 27

Mist hunter 0

Tractor beam 1

Ketso Onyo 1

Total: 29 points

First round of firing you make sure to get that tractor beam token on an enemy ship. then fly at normal-fast speeds to make sure they stay in arc.

The shadowcasters mobile arc does open a wider window to keep a ship in arc though

I've been pairing Ventress with x2 Concord Dawn aces. I wanted a ship that could hit hard after I give something a TB token.

(99)

Asajj Ventress (45) - Lancer-class Pursuit Craft

Attanni Mindlink (1), Ketsu Onyo (1), Black Market Slicer Tools (1), Shadow Caster (3), Gyroscopic Targeting (2)

Concord Dawn Ace (27) - Protectorate Starfighter

Attanni Mindlink (1), Concord Dawn Protector (1), Autothrusters (2)

Concord Dawn Ace (27) - Protectorate Starfighter

Attanni Mindlink (1), Concord Dawn Protector (1), Autothrusters (2)

Imo, I think ketso would work well with the mist hunter.

4-LOM 27

Mist hunter 0

Tractor beam 1

Ketso Onyo 1

Total: 29 points

First round of firing you make sure to get that tractor beam token on an enemy ship. then fly at normal-fast speeds to make sure they stay in arc.

(99)

Asajj Ventress (45) - Lancer-class Pursuit Craft

Attanni Mindlink (1), Ketsu Onyo (1), Black Market Slicer Tools (1), Shadow Caster (3), Gyroscopic Targeting (2)

Concord Dawn Ace (27) - Protectorate Starfighter

Attanni Mindlink (1), Concord Dawn Protector (1), Autothrusters (2)

Concord Dawn Ace (27) - Protectorate Starfighter

Attanni Mindlink (1), Concord Dawn Protector (1), Autothrusters (2)

I think the shadow aster is a better platform generally due to durability, maneuverability and range, and you get to shoot for damage, the TB is just gravy

I think carrying ketso on a torp boat so that Dengar can go on asajj is the way to go. You've got to have some way to modify dice. If you Mindlink, then Manaroo or any type of party bus could work. Latts strips agility with his TL and holds the TB over their head with ketso

Edited by buckero0

So long as it's in arc and range 2. Hence people will avoid arc, or range and they discard the token's and their agility is back to where it was

Not if I use Gyroscopic Targeting to spin the mobile arc into place at the end of the combat phase before Ketsu Onyo's crew card triggers, haha.

Would Asajj be better served running Crackshot to make sure that first attack lands a hit to add the TB? You could still run Mindlink on the concord aces, or choose another ept if you're running IG88 or another wingman

So long as it's in arc and range 2. Hence people will avoid arc, or range and they discard the token's and their agility is back to where it was

Not if I use Gyroscopic Targeting to spin the mobile arc into place at the end of the combat phase before Ketsu Onyo's crew card triggers, haha.

It's almost like it was made to do that... Also Ketsu work on arc, not just mobile arc, so you've got 180 degrees of coverage

Honestly I haven't found I've needed a 2nd tractor source. Once the 1st one hits, combined with the stress, it's pretty easy to keep them in range/arc. Then they're either 2 agi large bases so don't need a massive stack of tractor tokens for followup hits or small so they just got plopped behind/on an asteroid and get no action.

Edited by Makaze

I am rather excited for this ship and making the TB really effective.

I have been fantasizing about this list since the reveal. The one point illicits will be fine tuned as i play.

My shadow caster cant get here soon enough....

Asajj Ventress
37
PS 6 (8) 3 2 7 3
At the start of the Combat phase, you may choose a ship at Range 1-2. If it inside your mobile firing arc, assign 1 stress token to it.
Veteran Instincts
1
Increase your pilot skill value by 2.
Ketsu Onyo
1
Scum only.
At the start of the End phase, you may choose 1 ship in your firing arc at Range 1-2. That ship does not remove its tractor beam tokens.
Inertial Dampeners
1
When you reveal your maneuver, you may discard this card to instead perform a white [0] maneuver. Then receive 1 stress token.
Rigged Cargo Chute
1
Large ship only.
Action: Discard this card to drop one cargo token.
Engine Upgrade
4
Your action bar gains the action icon.
Shadow Caster
3
Lancer-class Pursuit Craft only.
After you perform an attack that hits, if the defender is inside your mobile firing arc and at Range 1-2, you may assign the defender 1 tractor beam token.
Ship Total: 48
IG-88B
36
PS 6 (8) 3 3 4 4
Once per round, after you perform an attack that does not hit, you may perform an attack with an equipped secondary weapon.
Veteran Instincts
1
Increase your pilot skill value by 2.
Fire-Control System
2
After you perform an attack, you may acquire a target lock on the defender.
Heavy Laser Cannon
7
2-3 4
Attack: Attack 1 ship.

Immediately after rolling your attack dice, you must change all of your results to results.
Tractor Beam
1
1-3 3
Attack: Attack 1 ship.

If this attack hits, the defender receives 1 tractor beam token. Then cancel all dice results.
Inertial Dampeners
1
When you reveal your maneuver, you may discard this card to instead perform a white [0] maneuver. Then receive 1 stress token.
Autothrusters
2
When defending, if you are beyond Range 2 or outside the attacker's firing arc, you may change 1 of your blank results to a result. You can equip this card only if you have the action icon.
Ship Total: 50
Edited by JoeVandal49

So long as it's in arc and range 2. Hence people will avoid arc, or range and they discard the token's and their agility is back to where it was

Not if I use Gyroscopic Targeting to spin the mobile arc into place at the end of the combat phase before Ketsu Onyo's crew card triggers, haha.

It's almost like it was made to do that... Also Ketsu work on arc, not just mobile arc, so you've got 180 degrees of coverage

Honestly I haven't found I've needed a 2nd tractor source. Once the 1st one hits, combined with the stress, it's pretty easy to keep them in range/arc. Then they're either 2 agi large bases so don't need a massive stack of tractor tokens for followup hits or small so they just got plopped behind/on an asteroid and get no action.

If a ship bumps into the Shadowcaster, you can use the Aggressor's tractor beam to pull it out of contact, and then hit it with the Shadowcaster.

You were only going to have one shot on it anyways, might as well give it two tractor beam tokens.

Or if you use ketsu pilot you don't have to waste an attack OR roll dice to peel ships off of base 2 base contact

Or if you use ketsu pilot you don't have to waste an attack OR roll dice to peel ships off of base 2 base contact

Asajj's ability is better than Ketsu's though.

You also share PS with an Aggressor, so Mindlink becomes much better.

Should be fun when the Quadjumper drops.

I'm not sure the loss of a 4-die attack on IG88 is worth the tractor beam shot to set this up though.

Oh goodness me yes. Unkar Plutt with Ketsu crew is going to be a horrible mean blocker. Maybe chuck on a Conner Net for good measure.

Or just ditch the aggressor and run two casters

They're much cooler

Actually, Moral with a Tractor Beam might be fun from this perspective. Huge arc to dodge.