Quadjumper - Ideas?

By CaptainNippon, in X-Wing

Not gonna lie, I'm pretty excited for the Quadjumper: It's a fairly unique ship with a new set of maneuvers, a tractor beam mechanic, access to illicit upgrades and bombs.

Here's my first take on Unkar Plutt:

Unkar Plutt (17)
Ketsu Onyo (1)
Pattern Analyzer (2)
Cloaking Device (2)
Spacetug Tractor Array (2)
Total: 24

Cloak gives you 4 agility, so you have a better chance of surviving. If they bump into you, they will enjoy -1 ( or -2 if you managed to tractor beam them beforehand) agility and possibly stress in the following turn (if you pushed them into an obstacle). Pattern analyzer helps with staying on target after a red maneuver, so does decloak, just pray you don't roll eyes in the first round.

How are you going to field your Quackjumper?

Cloak is not for agility, it is for overcoming thst horribly slow dial

Until that crew in the CROC is released and then ypu cloak, keep it and get another illicit (one which wont **** you on a bad roll)

So +2 agi for free; the,quads weapon is crap anyway

Edited by ficklegreendice

Cloak is not for agility, it is for overcoming thst horribly slow dial

Until that crew in the CROC is released and then ypu cloak, keep it and get another illicit (one which wont **** you on a bad roll)

So +2 agi for free; the,quads weapon is crap anyway

You mean Vizago, right? Emp-Device might come in handy if you have multiple ships around you.

I think its best to leave it uber cheap. For 20pts you got the PS1 guy with the mod, pattern analyzer, intel officer. Cheap enough/bulky enough to feel like a waste to get rid of, but if you dont its really going to make you sad.

Edit: this turned out to be nonsense.

Edited by CaptainNippon

IG88D works with cards with the IG2000 upgrade and none of these ships have it. It is also unique and you have 3.

IG88D works with cards with the IG2000 upgrade and none of these ships have it. It is also unique and you have 3.

That's what happens when you trust in squadbuilder :lol: Thanks for the heads-up!

Edited by CaptainNippon

I haven't checked this on a tabletop yet, but Zuvio with Pattern Analyzer, Spacetug Shenanigans Array, and Cluster Mines seems like it has potential. Maybe Wired or VI for the EPT.

On 1/20/2017 at 3:17 PM, Vineheart01 said:

I think its best to leave it uber cheap. For 20pts you got the PS1 guy with the mod, pattern analyzer, intel officer. Cheap enough/bulky enough to feel like a waste to get rid of, but if you dont its really going to make you sad.

This, but I don't even know that I'd put a Pattern Analyzer on it. Yes, you can tractor after a reverse, but that's all.

If I do use a Pattern Analyzer, then I'll probably also throw an Ion Bomb in there. Because the only thing better than hitting someone with a Tractor Beam is hitting them with a tractor and then Ioning them for a turn.

Quote

If I do use a Pattern Analyzer , then I'll probably also throw an Ion Bomb in there. Because the only thing better than hitting someone with a Tractor Beam is hitting them with a tractor and then Ioning them for a turn.

Ideally, Tractor, Ketsu (crew), stress, Ion, weapons disabled...

I'm thinking of:

Unkar Plutt (23)

Spacetug Tractor Array
Pattern Analyser
Intelligence agent
Inertial Dampeners

Once Vizago is released, I'd start with a cloaking device, cloak and then swap for Inertial dampeners. At that point, Unkar can be anywhere he wants to on the turn that counts.

Edited by Astech

It suffers on offense, but I would like to see Sensor Cluster in a Manaroo Mindlink build. Particularly the PS 5 who has the potential to roll 3 greens.

Jakku Gunrunner

> Spacetug Tractor Array

Jakku Gunrunner

> Spacetug Tractor Array

Spice Runner

> TLT

Spice Runner

> TLT

Spice Runner

> TLT

4 hours ago, PhantomFO said:

This, but I don't even know that I'd put a Pattern Analyzer on it. Yes, you can tractor after a reverse, but that's all.

If I do use a Pattern Analyzer, then I'll probably also throw an Ion Bomb in there. Because the only thing better than hitting someone with a Tractor Beam is hitting them with a tractor and then Ioning them for a turn.

You can also barrel roll after a reverse for blocking. Or focus after a reverse for offense if you're expecting a range 1 shot.

Pattern Analyzer is primarily for a 2turn tractor chain on the same target.

More likely than not if you get a tractor off, they will be in an odd spot where normal moves wouldnt give you another tractor the following turn. Unless they booked it with their maneuver, a reverse would easily land you with another try at screwing their day over.

1 minute ago, Vineheart01 said:

Pattern Analyzer is primarily for a 2turn tractor chain on the same target.

More likely than not if you get a tractor off, they will be in an odd spot where normal moves wouldnt give you another tractor the following turn. Unless they booked it with their maneuver, a reverse would easily land you with another try at screwing their day over.

Constable Zuvio should be fun with Tractor Array and a Connor Net. Back it up then tractor someone onto the net so they run into it when they activate. Hilarious fun.

22 hours ago, AEIllingworth said:

It suffers on offense, but I would like to see Sensor Cluster in a Manaroo Mindlink build. Particularly the PS 5 who has the potential to roll 3 greens.

Huh. I've been trying to build a good Sarco Plank, and I've been trying to get Attani to work on the Quad. The ship just loves reds so much. But this has given me something to think about. I'm just not sure what a PS5 Quadjumper with good defense, minimal offense and a limited dial would do... but I'll figure something out. Thanks!

1 hour ago, RogerWilco15 said:

Huh. I've been trying to build a good Sarco Plank, and I've been trying to get Attani to work on the Quad. The ship just loves reds so much. But this has given me something to think about. I'm just not sure what a PS5 Quadjumper with good defense, minimal offense and a limited dial would do... but I'll figure something out. Thanks!

I've been trying to make a Mindlink list that doesn't mind the stress pairing, negating the downside a little bit. Maybe 4-LOM pilot, who likes stress, or Guri or Palob that can get a focus in other ways.

I've been thinking about the Jakku Gunrunner with STA and Ketsuo crew at 18 points.

Heck of a distraction that can cause small base ships some headaches if ignored. I don't care if it dies; the rest of my list would be set up to deal damage and be actually threatening. So a crummy Scum Biggs.

10 hours ago, AEIllingworth said:

I've been trying to make a Mindlink list that doesn't mind the stress pairing, negating the downside a little bit. Maybe 4-LOM pilot, who likes stress, or Guri or Palob that can get a focus in other ways.

Pair the right ships with it and you can probably handle the stress, but you need 3 others, not two.

I'm seriously considering replacing one of the Ion Scyks in my current 4-ship Mindlink list with Spacetug Sarco. 4 shots on a tractored target is nice...

I'm going to try Bombadier on Zuvio with Cluster Mines. Throwing out a wide bunch of templates at R2 either out the front or the back just sounds really hysterical.

Constable Zuvio (19)
Bombardier (1)
Cluster Mines (4)
Pattern Analyzer (2)
Scavenger Crane (2)
Spacetug Tractor Array (2)

Total: 30

I want to run the quadjumper with the jumpmaster. But this is mostly so I can have a list called Jumpjumper. :)

7 hours ago, heychadwick said:

I'm going to try Bombadier on Zuvio with Cluster Mines. Throwing out a wide bunch of templates at R2 either out the front or the back just sounds really hysterical.

Constable Zuvio (19)
Bombardier (1)
Cluster Mines (4)
Pattern Analyzer (2)
Scavenger Crane (2)
Spacetug Tractor Array (2)

Total: 30


This ist he exact build I"ve been looking at trying for Zuvio. Sounds like a lot of fun, the main issue being that he's really squishy and has to survive to get into bomb range

On 1/21/2017 at 0:17 PM, Vineheart01 said:

I think its best to leave it uber cheap. For 20pts you got the PS1 guy with the mod, pattern analyzer, intel officer. Cheap enough/bulky enough to feel like a waste to get rid of, but if you dont its really going to make you sad.

A small word of caution: At 20pts, the ship costs as much as a Kithraxz, and has the same durability profile.

Whatever the ship does, it's going to want to justify doing it instead of throwing three red dice.

This doesn't make it bad, but it's a useful way of thinking about the value proposition: "Is the fun stuff I'm doing better than just throwing an extra 3die attack?"

16 minutes ago, Reiver said:

A small word of caution: At 20pts, the ship costs as much as a Kithraxz, and has the same durability profile.

Whatever the ship does, it's going to want to justify doing it instead of throwing three red dice.

This doesn't make it bad, but it's a useful way of thinking about the value proposition: "Is the fun stuff I'm doing better than just throwing an extra 3die attack?"

Depends on your list of course. But if you have multiple other shots going at a high agility target, an auto-tractor is probably better than an extra 3 die attack. Say you're shooting at a TIE Defender with 2 other ships. I'd rather have 2 shots against 2 agility than 2 shots at 3 agility + another 3 die attack.


You also don't have to line up shots with the quadjumper to get the tractor ability, and it's a better blocker.

Edited by VanderLegion

Kfighter is a dice thrower: its stats, upgrades, and pilots kinda prevent it from being more than a beatstick (and a bad one at that).

Tugboat is alternative tactics. You literally wont ever see a tugboat brought for its firepower, in fact i'd be surprised to see it do more than 2 damage all game (not counting tractor into a rock damage). But the shenanigans it brings is just insane. The main reason nimble ships dont care about tractor even though it SHOULD be neutering them is they need to get hit for it to do anything and they always evade it - cant evade this one. I wager this is why Ketsu is seen so much is the auto tractor (which i personally find insanely weak compared to Asajj)