Kylo Ren shuttle

By Lando Calrissian, in X-Wing Squad Lists

Hey guys, im pretty psyched for the Upsilon Class Shuttle to come out but trying to come up with builds with it is pretty difficult. if yall havent looked into it, you might want to and if you have, got any ideas for an Upsilon based build?

My first idea was TIE Advanced with Vader and Kylo Ren in the shuttle but the shuttle was way too point heavy to justify pairing it with the Advanced.

My second was Kylo Ren with dual interceptors but the shuttle wasnt able to be built up enough to make potent, so then i tried a Lambda and Kylo Ren but yet again a problem... agility.

I'd love some help, thanks.

Lando, I hope you're still around because I am hoping to discuss Kylo squads with somebody. To put it simply, I think Kylo Ren was the best thing to come out of The Force Awakens, and I am so pumped to finally include him in my squads! Here are a few of them.

Kylo #1

Kylo Ren (34)
-Determination (1)
-Reinforced Deflectors (3)
-Rebel Captive (3)
-Mercenary Copilot (2)

2x Omega Specialist (25)
-Crack Shot (1)
-Fire-Control System (2)
-Special Ops Training (0)
99 TOTAL

It's a very defensive squad, with counters to some popular cards. Determination counters opposing Kylo Ren shenanigans, and may help to protect the 6 hull. Reinforced Deflectors is an answer to Attani Mindlink squads, which seem to have rendered Sensor Jammer obsolete. Rebel Captive counters Expertise, by assigning the attacker a stress token when they declare an attack. Mercenary Copilot is my only means of activating Kylo's ability at will. "I'll show you the dark side" probably won't be administered very often in this squad, but I just wanted to throw out some ideas for kitting out Kylo to make him stand a chance in the current meta climate. I really want to get the title on there, so I may drop the Deflectors for Collision Detector, and add in Kylo Ren's Shuttle (2 points) and Pattern Analyzer (2 points).

Kylo #2

Kylo Ren (34)
-Swarm Leader (3)
-Fire-Control System (2)
-Intelligence Agent (1)

4x Epsilon Squadron Pilot (15)
100 TOTAL

Again, no way to guarantee crits, but when Kylo Ren is throwing 6 dice with a target lock, there's a good chance that he'll roll a crit and get it through. Not much else to say on this one. Could drop one of the TIEs to upgrade the other three, but I like having lots of bodies throwing evade tokens at Kylo Ren.

Kylo #3

Starkiller Base Pilot (30)
-Fire-Control System (2)
-Kylo Ren (3)
-Hotshot Copilot (4)
- Kylo Ren's Shuttle (2)
-Targeting Synchronizer (3)

"Backdraft" (27)
-Crack Shot (1)
-Fire-Control System (2)
-Special Ops Training (0)
-Pattern Analyzer (2)

"Omega Ace" (20)
-Crack Shot (1)
-Comm Relay (3)
100 TOTAL

This squad seeks to aggressively make use of Kylo Ren's "I'll Show You the Dark Side" condition card. Hotshot Copilot makes anybody attacking the shuttle spend their focus token on attack. If they're higher PS than my 7's, their defenses will be weakened to allow the crits to land. Crack Shot also helps. The shuttle has Fire-Control System and Targeting Synchronizer to make it easier for Omega Ace to get his crit-dealing ability to activate. There are SO many variations on this theme, including trimming down upgrades to make room for "Winged Gundark", but I like to keep these squads purely First Order.

I have lots of other ideas, too, like giving Kylo Ren Expert Handling so he can barrel roll, or using a bunch of TIE/fo's with Snap Shot to support an Upsilon shuttle with Operation's Specialist and General Hux. That second squad lacks Kylo Ren, but could help counteract the effects of opposing Hotshot Copilots that have been flying around. My mind is racing with all the possibilities, but I haven't settled on a single beautiful squad that sings to me. I think I'll have to put it on the table to see for sure. I'm open to any additional squads or criticisms/suggestions for the squads I've posted. Together, we can finish with Kylo Ren's grandfather started!

I'm super excited this thread was started, I was pretty close to starting my own. I hope you guys don't mind if I broaden the scope to include all Upsilon builds, not just Kylo ones?

3 hours ago, Parakitor said:

Kylo #2

Kylo Ren (34)
-Swarm Leader (3)
-Fire-Control System (2)
-Intelligence Agent (1)

4x Epsilon Squadron Pilot (15)
100 TOTAL

Again, no way to guarantee crits, but when Kylo Ren is throwing 6 dice with a target lock, there's a good chance that he'll roll a crit and get it through. Not much else to say on this one. Could drop one of the TIEs to upgrade the other three, but I like having lots of bodies throwing evade tokens at Kylo Ren.

I was thinking something similar to this but with Hux.

First Order Zealots

Major Stridan (32)

- General Hux (5)

- Pattern Analyser (2)

4x Epsilon Squadron Pilot (15)

99 TOTAL

The idea is that Hux keeps buffing the Epsilon's to bury the enemy squadron in Focused+Target Locked damage every turn. Pattern Analyser helps the Upsilon stay agile while still using Hux's ability, and Stridan allows the squad to fly in slightly looser formations. I think it would melt larger ships with less evade dice very quickly, but might struggle against 3 Aces. The major weakness is the low pilot skill, but you could still turtle up every turn with a Focus+Evade and try outlast the enemy, hoping the Tie's can do enough damage before the Upsilon is toasted. - An alternative to this is to drop the Ties down to 4 and take an Ace like Omega Leader w/Juke.

3 hours ago, Parakitor said:

Kylo #3

Starkiller Base Pilot (30)
-Fire-Control System (2)
-Kylo Ren (3)
-Hotshot Copilot (4)
- Kylo Ren's Shuttle (2)
-Targeting Synchronizer (3)

"Backdraft" (27)
-Crack Shot (1)
-Fire-Control System (2)
-Special Ops Training (0)
-Pattern Analyzer (2)

"Omega Ace" (20)
-Crack Shot (1)
-Comm Relay (3)
100 TOTAL


You're correct, there are a million of these types of lists. I've been mulling over them myself for ages with which direction to go. These are my two current ideas...

Knights of Ren

Major Stridan (32)

- Fire Control System (2)

- Kylo Ren (3)

- Weapons Engineer (3)

- Targeting Synchroniser (3)

- Kylo Ren's Shuttle (2)

"Backdraft" (27)

- Predator (3)

- Special Ops Training (0)

Omega Ace (20)

- Juke (2)

- Comm Relay (3)

The idea is as stated earlier - punch through Kylo's ability and disable enemy ships early. Someone else posted a Kylo list in a different thread that had Omega Ace boosting his attacks with Swarm Leader, but this list is to take the pressure off Omega Ace doing that entirely himself. Stridan again allows for looser formations to get behind firing arcs. Weapons Engineer ensures that Kylo himself can be dangerous with his own target lock as well as handing one out to Omega. Major weaknesses are that the shuttle is very expensive, and I'm not 100% on the Tie's upgrades I just picked what seemed good to punch through damage. My alternative to this would be to swap "Backdraft" for two Epsilons, purely for numbers and because I don't currently own a Tie/sf.

Side note to this topic, do people generally think it's better to take Kylo Pilot or Kylo Crew? Kylo Pilot has an actually competitive Pilot Skill and works out cheaper, but the obvious trade off is that his ability is much more random and dependant on getting shot at.

I find that Kylo Ren isn't likely going to be the best pilot. I think that the Upsilon will do far better as a support ship, than with the pseudo aggressive Kylo. I'd rather put him as a crew, if I use him at all. And then use the Upsilon as a support ship that can enable shenanigans.

So, Stridan or Dormitz. Dormitz with an alpha strike hyperwave comn scanner swarm, or Stridan with his support shenanigans.

One list I saw suggested is a generic phantom, Omega Leader, and Hux/systems officer/fcs Stridan. Brings three big threats, and some horrible target priority for your opponent.

13 minutes ago, Kreen said:

One list I saw suggested is a generic phantom, Omega Leader, and Hux/systems officer/fcs Stridan. Brings three big threats, and some horrible target priority for your opponent.

That's a scary amount of firepower, but doesn't Hux work against you defensively? I'd love to shoot Omega Leader, and especially Whisper of they couldn't use focus tokens on defense.

Also, Kylo Ren has an Elite upgrade slot. Isn't that one of the things people complain about most for those underused pilots across factions? I fully intend to try several Elite upgrades to see what I like best.

But your point is well taken. Kylo may not have the most influence in the game due to a somewhat situational game effect. I think crew will be competitive, but so many people are bringing 2-ship squads that I believe Kylo pilot will still be quite the threat.

Give Hux's condition card to Stridan. Now you have focused and TLed Omega Leader and Tie Phantom, and a murder shuttle that you can't cancel a damage from.

But, you may be right about Kylo pilot. With the two ship lists, he will be triggering often, and devastating when he does. I'm just worried that they can focus down the other ship(s) in your list first.

That's a good point. Stridan has no reason to give Fanatical Devotion to anybody other than himself. That does complicate target priority.

I'm not familiar with so don't know how Scum big ships do it, but I can't see the Upsilon making a great attack shuttle on its own. A falcon and similar ships get away with it because they have turrets meaning that their facing isn't important or at least isn't as vital as it is for an Upsilon. The Upsilon is definitely a step up from a Lambda with its manoeuvre dial and 4 attack die, but it pays for those upgrades in a way that make it too expensive to do a job a Tie Ace could do for cheaper. I think competitively it will definitely be a support ship that has some bite from a distance.

That said I've also been trying to work out how to do an attack Kylo. ? My version would be;

I'll Show You the Dark Side

Kylo Ren (36)

- Expertise (4)

- Fire Control System (2)

- Pattern Analyser (2)

- Kylo Ren's Shuttle (2)

- Engine Upgrade (4)

- Mercenary Co-Pilot (2)

- General Hux (5)

55

3x Epsilon (45)

100 Total

I'll admit this is fairly thrown together, but the idea is for the Upsilon to be putting out incredible damage every turn. Hux hands out focus to make the Tie's threatening, but they're mostly blockers, bullet sponges and added damage. Engine upgrade and Pattern Analyser make Kylo more agile, while the title slows down his opponents. Expertise and FCS free up actions and ensure he's getting 4/5 hits as often as possible, and the Mercenary Co-pilot can help him take advantage of his Pilot ability to hopefully cripple an enemy ship early.

... this is a mostly fun "how much damage can Kylo do before getting taken out" list...

12 hours ago, Calaith said:

I'm not familiar with so don't know how Scum big ships do it, but I can't see the Upsilon making a great attack shuttle on its own. A falcon and similar ships get away with it because they have turrets meaning that their facing isn't important or at least isn't as vital as it is for an Upsilon. The Upsilon is definitely a step up from a Lambda with its manoeuvre dial and 4 attack die, but it pays for those upgrades in a way that make it too expensive to do a job a Tie Ace could do for cheaper. I think competitively it will definitely be a support ship that has some bite from a distance.

That said I've also been trying to work out how to do an attack Kylo. ? My version would be;

I'll Show You the Dark Side

Kylo Ren (36)

- Expertise (4)

- Fire Control System (2)

- Pattern Analyser (2)

- Kylo Ren's Shuttle (2)

- Engine Upgrade (4)

- Mercenary Co-Pilot (2)

- General Hux (5)

55

3x Epsilon (45)

100 Total

I'll admit this is fairly thrown together, but the idea is for the Upsilon to be putting out incredible damage every turn. Hux hands out focus to make the Tie's threatening, but they're mostly blockers, bullet sponges and added damage. Engine upgrade and Pattern Analyser make Kylo more agile, while the title slows down his opponents. Expertise and FCS free up actions and ensure he's getting 4/5 hits as often as possible, and the Mercenary Co-pilot can help him take advantage of his Pilot ability to hopefully cripple an enemy ship early.

... this is a mostly fun "how much damage can Kylo do before getting taken out" list...

Hux turns off Expertise.

Otherwise looks pretty good.

All you need on kylo is fcs and expertise

No point in going ham because it is still a clunker.

Theze two upgrades are all you need to spam coordinate without losing action efficiency

Crackshot x7 vess and juke relay omega do the rest

But, for funsies, "Ridin Dirty" Kylo

Expert handling

Pattern analyzer

Inspiring recruits

Fcs

Because it is a goddamn barrel rolling shuttle

Room for juke relay omega l and ptl title thruster Inqy

Edited by ficklegreendice
12 minutes ago, ficklegreendice said:

All you need on kylo is fcs and expertise

I mean, yeah, that's all you need, but it's not all you want. Look at all those upgrade slots! So many! I want to see someone make an Usilon that wields two tech upgrades to good effect. Haven't seen one yet.

And, ficklegreendice, I have loved the idea of Expert Handling Kylo since you first mentioned it months ago. That's definitely one I'm going to try.

Thunk of upgrade slots not as MUST FILL be rather as options to tailor the ship as you wish

And them tech slots wont amount to much until we get more of them, sadly. Not much in the way of strict benefit there, outside PA allowing sensor esque shenanigans without wasting the fcs slot

And maybe deploying at ps 12 could be okay for a ship this clunky

The most slots i can fill is a Striden

Systems officer

Hux

Fcs

Pa

Maybe title?

Not sure what to fly with. Strikers were an idea becquse they look nice, so two ps 1s and Vi sabecc?

Oh, I'm not trying to fill all of them :)

About FCS, do you think it's really worth it on the Upsilon? How often will you be able to get follow-up shots on the same target? People will be trying their darndest to get behind that thing. It was my go-to system upgrade in my early Upsilon builds, but now I'm not so sure. I never had much luck with it on a Lambda unless it was the Gunner so-called "Buzzsaw" variant.

With everybody throwing Expertise around, I'm liking Rebel Captive more and more. Of course, they can just focus to get around that. I also like...Wait for it...Brace yourself...

Marksmanship.

I know, I know. Why not do Expertise? Because Marksmanship grants a crit, which synergizes with Kylo's ability, and squads these days are beginning to look like "The Stress Awakens" around here, especially Assajj, which shuts down Expertise. These abilities trigger in combat, so unless I'm double stressed, I'll be able to keep my action.

Okay, to be honest I just don't want to drop $30 on the U-Wing, which I'll never play, just for two upgrades (Expertise and Inspiring Recruit). With that mentality, maybe Determination is the cheaper insurance option.

4 dice is auto fcs for me

Also, proxy!

Edited by ficklegreendice

So I had another Kylo shuttle idea during a conversation at my local store. This list taking on 3 K-wing bombers in a week and would appreciate some thoughts.

Kylo (34)

- Snap Shot (2)

- Fire Control System (2)

- Tactician (2)

- Kylo Ren's Shuttle (2)

3x Omega Squadron Pilot (17)

- Snap Shot (2)

-Total--- 99

The idea is to fly steady and let the enemy come into arc/Range 2 of Kylo. He activates snap shot and stresses the target (whether he does damage or not) and stops them in their tracks. They can't arc dodge, drop bombs or token up in most circumstances. He then hits them with 4 shots target locked and places a second stress. In the final round the other player has to choose between adding a third stress and making that ship virtually unrecoverable or stress a second shuttle. The ties amalgamate to minimum 4 shots a turn if I can active snap shot and keep steady pressure on my opponent.

Weakness' - the list has no way to deliberately take advantage of Kylo's ability. Just hoping to role a crit among the high numbers of dice I'm rolling. Low pilot skill might also make it struggle against aces, wondering if I should throw in Intelligence Agent to somewhat make up for that, or go for the bid? Anything else I haven't thought of?

On 1/28/2017 at 0:51 AM, Parakitor said:

Kylo #2

Kylo Ren (34)
-Swarm Leader (3)
-Fire-Control System (2)
-Intelligence Agent (1)

4x Epsilon Squadron Pilot (15)
100 TOTAL

Again, no way to guarantee crits, but when Kylo Ren is throwing 6 dice with a target lock, there's a good chance that he'll roll a crit and get it through. Not much else to say on this one. Could drop one of the TIEs to upgrade the other three, but I like having lots of bodies throwing evade tokens at Kylo Ren.

Do you have the FO TIEs there for a first order theme or survivability, or just as bodies, because if you wanted more bodies, you could make it 5 academy TIEs and add another body to fuel swarm leader

4 hours ago, Calaith said:

So I had another Kylo shuttle idea during a conversation at my local store. This list taking on 3 K-wing bombers in a week and would appreciate some thoughts.

Kylo (34)

- Snap Shot (2)

- Fire Control System (2)

- Tactician (2)

- Kylo Ren's Shuttle (2)

3x Omega Squadron Pilot (17)

- Snap Shot (2)

-Total--- 99

The idea is to fly steady and let the enemy come into arc/Range 2 of Kylo. He activates snap shot and stresses the target (whether he does damage or not) and stops them in their tracks. They can't arc dodge, drop bombs or token up in most circumstances. He then hits them with 4 shots target locked and places a second stress. In the final round the other player has to choose between adding a third stress and making that ship virtually unrecoverable or stress a second shuttle. The ties amalgamate to minimum 4 shots a turn if I can active snap shot and keep steady pressure on my opponent.

Weakness' - the list has no way to deliberately take advantage of Kylo's ability. Just hoping to role a crit among the high numbers of dice I'm rolling. Low pilot skill might also make it struggle against aces, wondering if I should throw in Intelligence Agent to somewhat make up for that, or go for the bid? Anything else I haven't thought of?

Snap Shot only activates at Range 1, so you will not be able to double stress via Tactician. I don't know what you could do with what you've posted to reliably double stress, unless you drop Snap Shot from Kylo Ren, and add Rebel Captive, bringing the total to 100 points. Unfortunately, any player worth his salt is going to fire first with an unstressed K-wing, and then in the end phase, put the stress on the last K-wing, so they can all do green maneuvers and be stress-free the following round. Conundrum.

25 minutes ago, DeathstarII said:

Kylo #2

Kylo Ren (34)
-Swarm Leader (3)
-Fire-Control System (2)
-Intelligence Agent (1)

4x Epsilon Squadron Pilot (15)
100 TOTAL

Do you have the FO TIEs there for a first order theme or survivability, or just as bodies, because if you wanted more bodies, you could make it 5 academy TIEs and add another body to fuel swarm leader

Just theme, mostly. At least at first, I can't seem to bring myself to put Imperial ships with my First Order ships. I've always liked themed squads, but I've never had it this bad before. The 5x Academy Pilots is probably superior.

9 hours ago, Parakitor said:

Snap Shot only activates at Range 1, so you will not be able to double stress via Tactician. I don't know what you could do with what you've posted to reliably double stress, unless you drop Snap Shot from Kylo Ren, and add Rebel Captive, bringing the total to 100 points. Unfortunately, any player worth his salt is going to fire first with an unstressed K-wing, and then in the end phase, put the stress on the last K-wing, so they can all do green maneuvers and be stress-free the following round. Conundrum.

Yep, realised my mistake with the different ranges of Snap Shot and Tactician about an hour after I posted, and didn't get back to delete the list until after you replied...

ah well, back to the drawing board. ?

Test (98)

"Echo" (35) - TIE Phantom
Veteran Instincts (1), Collision Detector (0), Advanced Cloaking Device (4)

"Omega Leader" (26) - TIE/FO Fighter
Juke (2), Comm Relay (3)

Starkiller Base Pilot (37) - Upsilon-class Shuttle
Fire Control System (2), General Hux (5)

here you Have list which use general fux. Phantom with focus from hux and evede from action. Omega leader with evede (comm r) focus from hux and TL from action and we Have Starkiller with TL (fcs) with focus hux. 10 Red dice with TL focus and no modification(Omega) and 8green dice / 20total dmg list hmmm math is on our Side now. THIS is not Alone aces with 10red 9green and 12life

My list:

Upsilon-class Shuttle: · Kylo Ren (34)
Veteran Instincts (1)
Fire Control System (2)
Tactical Jammer (1)
· General Hux (5)
Systems officer (2)
· Kylo Ren's Shuttle (2)
Pattern Analyzer (2)
Targeting Synchronizer (3)
TIE Avanced Prototype: · The Inquisitor (25)
Adaptability (Increase) (0)
Autothrusters (2)
TIE/v1 (1)
TIE/fo Fighter: · "Omega Ace" (20)
Adaptability (Increase) (0)
-- TOTAL ------- 100/100p. --

Is offensive, kylo Attack and support the others 2 ship

If you are looking at making the Shuttle an attacking machine, try this:

Kylo Ren — Upsilon-class Shuttle 34
Expertise 4
Fire-Control System 2
Recon Specialist 3
Weapons Engineer 3
Weapons Guidance 2
Sensor Cluster 2
Ship Total: 50

I really don't like how expensive the shuttles get, but admittedly, this would be a really fun ship to fly around and blast things with. Guarantees big hits, and Rec Spec means that you can guarantee two evades per turn if you didn't need to use Weapons Guidance. Allows your FCS to also grant you two target locks, meaning you are a little less predictable in your target. Pair it with:

Sigma Squadron Pilot — TIE Phantom 25
Fire-Control System 2
Agent Kallus 2
Stygium Particle Accelerator 2
Ship Total: 31

Imperial Trainee — TIE Striker 17
Lightweight Frame 2
Adaptive Ailerons 0
Ship Total: 19

Not competitive, but would be quite fun to fly I think.

4 minutes ago, Raven19528 said:

If you are looking at making the Shuttle an attacking machine, try this:

Kylo Ren — Upsilon-class Shuttle 34
Expertise 4
Fire-Control System 2
Recon Specialist 3
Weapons Engineer 3
Weapons Guidance 2
Sensor Cluster 2
Ship Total: 50

Not competitive, but would be quite fun to fly I think.

Wow, 50 points ain't bad. I'd totally fly that with 2x Zeta Specialist with Title and FCS. Oh wait, I'm not getting a U-wing - no Expertise :(

45 minutes ago, Parakitor said:

Wow, 50 points ain't bad. I'd totally fly that with 2x Zeta Specialist with Title and FCS. Oh wait, I'm not getting a U-wing - no Expertise :(

Proxy it. If you find that you really like it, and want to tourney it, then just look around for someone to borrow an Expertise from. For fun, most people are cool with proxies. Especially with some of the newer cards.

Imperia Management(99)

Captain Oicunn (57) - VT-49 Decimator
Determination (1), Ysanne Isard (4), Gunner (5), Darth Vader (3), Ion Projector (2)

Starkiller Base Pilot (42) - Upsilon-class Shuttle
Fire Control System (2), Emperor Palpatine (8), Emperor Palpatine (8), Ion Projector (2)

Two Giant's with Imperial Management!! THIS list contain few combos. First is ion projector+palpa. Catch enemy ship at front and bump. He will bump and you roll for ion. If you dont roll hit use palpa. After that he get ion so he Have to move 1 forward so auto bump in next Turn. THIS ship will be captured for rest of game. Kill another ship than back and destroy first. Best option is to bump by Decimator because he deal dmg when he bump but upsilon is also good.

second combo; shoot from Decimator - opponent defend attack then use vader and deal crit, predator triggs- roll again and nie use all focus / TL roll dice and hit as much you can than after attack use vader again. I know 4hit to myself but if he dont defend second attack you are able to kill any Small ship 2xcrit+roll. We Have a lot more life so we can do THIS. In next Turn bump THIS ship to crush!

we Have ysard on deck to make it harder to kill with evede each round and determination to discard all pilot crit