Thinking about Primed Thrusters

By Hexdot, in X-Wing

I am far from an expert player. Yes I am a dedicated one and play often, but as our game style is casual and adapt, improve and expand my knowledge of the rules is far from perfect. Now lets start.

To my taste, Tech slots are great for the FO faction. Comms repeater is simply amazing for us. But the T 70 Tech slot is quite often unused. When my pals or I write an scenario it is obvious. Perhaps we are simply not skilled enought to catch them on a T 70 but better equip a more expensive droid. R2 + Weapons Guidance or select one R7? R7. When I choose Weapons Guidance I think it is suboptimal.

But the Primed Thrusters... never played with them on the table. But sounds great on a T 70. I like the red T Roll. To be able to select a white turn and then "burn and turn" boosting is, perhaps, a good way to show that ep 7 ships are more evolved than the OT ones. You can play in a different way. T 65 and T 70 are both x wings... And a 1939 Spit I and a 1944 Spit XIV are both Spitfires. Same general shape but not the same flight profile.

I want to use this upgrade, not scenario casual play but LGS games. Lets see...

Edited by Hexdot

Edit: I just realized I got confused with pattern analyzer, please disregard.

I was thinking that they could combine really well with Nien Nunb with PtL and R3-A2. As Nien's pilot ability lets him shed stress like a boss at range 1. For example, if you do a talon roll or k-turn, then use primed thrusters to boost into range 1 and PtL for a focus/target lock, you'd receive the stress from PtL, lose it as there's an enemy in arc at range 1, receive the stress from the maneuver and then lose that one too. Using R3-A2 at range 1 without any detrimental effects is just the icing on the cake.

Edited by darthlurker

For scenario casual play it could be fun as well, have a real scout ship. Make a scenario with a bunch of sattelites and asteroids, have maybe a single or a pair of ships perform a reconnaisance mission faced with a light patrol of a few FO Ties, quick in and out, the T70 should not stand a chance if they stand and fight.

Seat of the pants flying, first mission in a campaign branch where the resistance is sussing out info of a new FO base perhaps?

Touché. I love recon runs missions. I am a fan of the Vigilante recon runs during the Vietnam War. One fast ship (A wing loaded with Beta video cams instead of Prockets, X wing with IE or a grown child like Dash) protected by a couple of X or E wings against some turrets and Interceptors...

Not only funny game. Perfect opening game in a campaign. Dash with his Outrider pushing the NO2 Booster racing towards the Exit zone firing his Mango against the Evil Empire ships... Inspiring

On all the ships we have so far, Weapons Guidance isn't good. I can imagine it on something like a TIE Bomber, however, and it becomes amazing. Think about being able to fire off a Proton Torpedo and being able to flip a miss to a hit- without needing Guidance Chimps.

Primed Thrusters, however, is amazing. Not just when you need to make K-Turns or Trolls, but also when you have a stress token and can't afford to make the moves that would clear it.

With that in mind, I think the TIE S/F would get more use out of Primed Thrusters- they have lots of Red, not much green, and with FCS, they don't need to clear stress every time they want to tl.

On all the ships we have so far, Weapons Guidance isn't good.

It can be used to good effect on Poe, giving him a nice boost to his offense. It does make him a bit expensive and now Pattern Analyzer is probably a better choice for him as it allows him to K-Turn or T-Roll and still take a focus action in the same round.

Primed thrusters, BB8, and the new title have ridiculous synergy.

It does make him a bit expensive and now Pattern Analyzer is probably a better choice for him as it allows him to K-Turn or T-Roll and still take a focus action in the same round.

With PA, you can do a green, then PTL, take a stress, then check stress, and remove the stress for the green. That's quite nice.

On all the ships we have so far, Weapons Guidance isn't good. I can imagine it on something like a TIE Bomber, however, and it becomes amazing. Think about being able to fire off a Proton Torpedo and being able to flip a miss to a hit- without needing Guidance Chimps.

Weapons Guidance works okay on Zeta Leader specifically. Weapons Guidance and Wired pairs up well with Zeta Leader's ability to stress himself.

Stress - Roll 3 Dice - Spend Focus to improve a blank - Reroll the Focus Results - Still have the Wired reroll for defence.

It's not devastating, but it's only 3 points - nearly half the price of a juke/comms relay combination - and still benefits offence and defence. Plus, it's good for upping raw damage - making Zeta Leader better at hurting 0-agility big ships, whilst Omega Leader is better at hurting high defence aces.

Primed Thrusters, however, is amazing. Not just when you need to make K-Turns or Trolls, but also when you have a stress token and can't afford to make the moves that would clear it.

With that in mind, I think the TIE S/F would get more use out of Primed Thrusters- they have lots of Red, not much green, and with FCS, they don't need to clear stress every time they want to tl.

The SF does indeed like primed thrusters. You can get a high PS Backdraft fairly cheaply, and with Fire Control System you don't really need your action for dice modification, so you can make very good use of barrel roll.

The /fo can do fairly well with Primed Thrusters - there are three viable candidates:

  • Epsilon Squadron Pilot - As a nice, cheap, tough blocker, the Epsilon Squadron Pilot gets overlooked. Largely, I guess, because an old-style Black Squadron Pilot with Crack Shot is the same price. But as a blocker, the ability to segnor's loop (which you find yourself doing a lot!) or K-turn and still barrel roll is a very nice ability and definitely a worthwhile use of a spare point.
  • Zeta Ace - Zeta Ace isn't devastating, but (again) what do you expect for the price of a basic TIE interceptor? His speed 2 barrel roll, though, makes him very unpredictable, and with Primed Thrusters in the mix, doubly so. He's one of two ships I would seriously consider the Intimidation upgrade on - making him a very nice blocker for PS6+ ships, and being able to dance around lower PS ships fairly easily.
  • Epsilon Ace - If you've got the points for a Comms Relay, great. If you haven't, primed thrusters. Being able to Segnor and then barrel roll at PS12 goes a long way to dodging the arcs of even the most fearsome aces. Let me assure you from experience that nothing but nothing annoys the "I've Got Soontir Fel And Therefore I'm Invincible" crowd more than watching an 18 point, stressed TIE fighter make a road-runner style "Meep Meep!" noise and then barrel roll out of their arc again and keep shooting the shuttle.

If I wanted to pick out the best use, I'd say Blue Ace, BB-8, Primed Thrusters, Integrated Astromech.

He's a pretty cheap 'third ship' for a squad, but he can really, really move. The ability to Talon Roll and then do a 90o boost pulls out some otherwise impossible combinations, and the fact that the following turn, if you dial in a green move, you still get your BB-8 barrel roll is the icing on the cake. Anyone thinking you're setting up for a head-on pass (normal practice with an X-wing) is in for a shock after you barrel roll left, 2 bank left, and then hard boost right, leaving you staring at their flank.

The Comms Relay is nice on a T-70 but only really works with Red Ace (who can spontaneously generate evade tokens), making a hellishly tough X-wing. Theoretically there is some synergy with R3 astromech, but (a) it's expensive, (b) it's unreliable and © ficklegreendice may make disparaging remarks about the resulting list. Worse, they'll be justified. :ph34r:

Pattern Analyser and R2 Astromech is a wonderful combination. Pair with Push The Limit for general-purpose action economy (add it to Vectored Thrusters and you can actually out-dance a TIE interceptor!), or with Daredevil for even more ridiculous moves. One of the fastest and most deranged ships out there at the moment is "Snap" Wexley, Daredevil, BB-8, Pattern Analyser, Integrated Astromech. Stringing together a boost, a barrel roll, a speed 1 turn, and any of the green moves makes you possibly the least predictable ship on the board right now.

I've seen some people argue for Nien Numb with Pattern Analysers and Stay On Target. You can pull a red move, then boost if required to get into range 1 - which will leave you able to stop the stress before you receive it. A Targeting Astromech would work well.

Edited by Magnus Grendel

the two techs in the hotr box are amazing on t70s. They open some pretty mean shenanigans coupled with the droids.

The reason its been ignored in the past is because theres only 2 (3 with SF) techs to pick from. They cant really use comm relay without outside help (unreliable and expensive) and weapons guidance/sensor cluster blows the big one, though cluster is the better of the two. They gained almost nothing from the tech slot in the past.

Primed Thrustors is more of a budget thing or a BB8 thing. for 1pt, you can still boost/barrelroll until you have a ton of stress. Unless you literally just slapped it on there and your droid isnt bb8 and you need that 1pt elsewhere, slap it in there and you can pull some fancy things once in awhile.

Pattern Analyzers is the real winner though.

The Comms Relay is nice on a T-70 but only really works with Red Ace (who can spontaneously generate evade tokens), making a hellishly tough X-wing. Theoretically there is some synergy with R3 astromech, but (a) it's expensive, (b) it's unreliable and © ficklegreendice may make disparaging remarks about the resulting list. Worse, they'll be justified. :ph34r:

ficklegreendice keeps us honest. He keeps us from the temptation of putting R3 on our X-Wings, hoping that "something good" will happen.

There are uses for both primed thrusters and pattern analyzer, especially on Poe with Black One.

PtL, BB-8, Title, Primed Thrusters: green move, barrel roll, remove a target lock, PtL Boost, remove target lock, clear stress, regular action for a focus. The primed thrusters allow you do most of that when stressed (the arc dodging and removing locks).

Pattern analyzer, on the other hand, allows you to do some of that. You lose the barrel roll, but you can reveal a green, Boost and focus, then remove the stress. You can also t-roll and then focus, and it allows you to use R5-P9 for regen fun.

All in all, I like pattern analyzer for the flexibility, and primed thrusters for the insurance. If LRS bombers become an actual thing, shaking target locks will be critical for survival, which I think would make the first Poe build very handy.

PS: if you are flying alongside a ship with Kanan crew, you can use the second build to do a stress free PtL off a white maneuver.

ficklegreendice keeps us honest. He keeps us from the temptation of putting R3 on our X-Wings, hoping that "something good" will happen.

I know. Although I actually wonder if the Upsilon might help with that - with access to the Hyperwave Comm Scanner, you can start two of your three ships with an evade in the bin, and R3 becomes a way to replace it if you spend it, rather than the only way to generate it.

not sure if the hyperwave will be a good idea for any T70. The ship that brought it will be at a severe disadvantage.

Rebels need a support ship with a tech to get any use out of it. Which you KNOW the transport in ep7 is gonna show up eventually.