Kylo Ren in a Silencer doesn’t have a huge number of upgrade slots available, particular when compared to the power aces out there right now. However, the slots he does have, EPT, System, Tech, are among the best available, and the different builds available dramatically change how this ship can fly. Below, I discuss three builds that stood out to me, and how I think they could be used. As this is based on just the initial preview, this shouldn’t be considered anything more than an attempt to begin discussion. The opinions presented are obviously not based on game experience with the new ship.
Efficiency Build: VI, FCS, Autothrusters = 40
This is the reliable, no frills build. PS11 gives you top PS, FCS gives you reliable offense, Autothrusters give you great defense with the native 3 AGI. This build isn’t a token-stacking ace, it’s a jouster with great repositioning action options. I think it’s good because it reminds me of a solid Quickdraw build. Quickdraw can take VI, FCS, and Lightweight Frame for 34 points. Kylo obviously lacks Quickdraw’s revenge shot and rear arc, so he isn’t front-loading damage. However, ISYTDS also punishes people who shoot at him and the substantial defensive enhancement of a true 3-AGI and Autothrusters, along with the maneuver advantage of having Boost makes the 6 point cost to upgrade from Quickdraw reasonable. Reliable offense, solid defense protecting decent hit points, good maneuverability and PS all make for a well-rounded heavy fighter.
Further Upgrades: You can add the title for 2 points, but with FCS, it’s mostly important for defense, which may or may not be useful, depending on how many points you have. I’m probably more interested in spending points on a tech slot, which is basically wide open. Pattern Analyzer is always good. Primed Thrusters is almost assuredly good as well, having both Boost and Barrel Roll as an option. The new Techs might be good as well. There’s some flexibility to adapt to your playstyle and the meta.
Possible Squad Build: Speaking of Quickdraw, I think Quickdraw with VI, FCS, and Lightweight Frame for 34, backed up by Omega Leader for 26 makes for a 100 point squad that I’m already confident is good (unless that Silencer dial is a real disappointment). You get two PS11 aces, one that frontloads damage and one that has high turret resistance. Then you add the nastiest end-game ship available. You could drop Omega Leader to something smaller (like a named Striker) to free up points for a bid or Tech additions to Quickdraw and Kylo.
Maneuver Build: PTL, Advanced Sensors, Autothrusters, Title = 45
PTL+Advanced Sensors is already a known powerhouse combo. Add to that PS9, 6 hit points, and Autothrusters and you’re getting into new worlds of Ace. This is the unblockable Kylo. He lives by not being shot, avoiding arcs through maneuvering and intentional bumping. Then he also lives by having 6 hit points with AGI3 and Autothrusters for the arcs he chooses not to dodge. He’s not a token-stacker like Soontir Fel, but he also doesn’t get blocked and is pretty resistant to bombs for a maneuver ace. He puts a pad-lock on your Agency. The weakness is the inflated cost and “only” PS9. With Nym running around, you’ll need something to slow him down. The ability to be **** near anywhere is an awfully strong thing against almost everyone else, though.
Further Upgrades: The Tech slot remains open. Primed Thrusters doubles down on your maneuverability, giving you resistance to stress so you can keep using Advanced Sensors even if you picked up a stress. Pattern Analyzer overlaps with Advanced Sensors a little, but it does let you take actions before or after moving and never pick up the stress for PTL as long as you dialed in a green move. The new Advanced Optics (assuming it’s the Focus version of Comm Relay) seems like a solid addition as well, stashing a Focus is always going to be useful.
Possible Squad Build: Maneuver Kylo with Primed Thrusters (46), Rear Adm. Chiraneau, VI, Rebel Captive, Engine Upgrade (54). Both of these targets punish whoever shoots at them. The Decimator turret helps with Nym, and both Rebel Captive and Kylo’s ability will substantially slow him down. Alternatively, a pair of Lightweight Frame TLT Aggressors provide a solid base of firepower to grind down anyone chasing down Kylo.
Token Stack Build: Intensity, Comm Relay, FCS, Autothrusters = 44
This might be the toughest Kylo build. You use Intensity to stash an Evade in the Comm Relay on the first turn, refresh Intensity on the second turn, and then you rock and roll. Focus+Evade still isn’t as good as Fel’s token stack, but with Kylo’s other defensive attributes, I think that’s not a real problem. This is the closest you’ll get to putting regeneration on Kylo as well, which is appealing. It depends on breaking off to reload tokens and reset intensity, so plan accordingly. Like the maneuver Kylo build, you probably want something to deal with Nym.
Further Upgrades: FCS isn’t really required to make this squad work, so you could swap it for Advanced Sensors to get some maneuvering advantage. Like other builds, the title is probably not a necessary upgrade, but is a nice addition if you have the points.
Possible Squad build: Token Stack Kylo (44), Darth Vader with VI, Engine Upgrade, Cruise Missile, x1 title, Advanced Targeting Computer (38), Imperial Trainee (17). All of these ships like hit-and-run tactics. Vader’s Cruise Missile can give the squad an edge in the damage race and the Trainee makes a great blocker. After the trainee dies Kylo and Vader can either cycle in and out or engage and disengage as desired, depending on the target.
These are just my thoughts on these builds. Let me know what you think if you’ve got any more. Thanks for reading.