Three Faces of Kylo Ren: Ideas on build possibilities

By Biophysical, in X-Wing

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.

Thats a really solid summary. I think there might be some merit to these two variations as well.

This with something carrying Inspiring Recruit nearby.

Kylo Ren (TIE Silencer) — TIE Silencer 35
Rage 1
Advanced Sensors 3
Primed Thrusters 1
Autothrusters 2
First Order Vanguard 2
Ship Total: 44

This to push through Crits without the target restriction of Score to Settle.

Kylo Ren (TIE Silencer) — TIE Silencer 35
Calculation 1
Fire-Control System 2
Primed Thrusters 1
Autothrusters 2
First Order Vanguard 2
Ship Total: 43

Really like that all first order list idea. Will probably give it a try sometime once kylo is out

Kylo Ren (TIE Silencer) — TIE Silencer 35
Push the Limit 3
Fire-Control System 2
Pattern Analyzer 2
Autothrusters 2

Ship Total: 44

PTL Pattern Analyzer Kylo will be using PTL all the time without stress. Especially good since they showed the 2 turn is green in the preview article. The new Soontir.

2 minutes ago, Ynot said:
Kylo Ren (TIE Silencer) — TIE Silencer 35
Push the Limit 3
Fire-Control System 2
Pattern Analyzer 2
Autothrusters 2

Ship Total: 44

PTL Pattern Analyzer Kylo will be using PTL all the time without stress. Especially good since they showed the 2 turn is green in the preview article. The new Soontir.

Yeah, I missed this one. Definitely a good action efficiency build.

1 minute ago, Biophysical said:

Yeah, I missed this one. Definitely a good action efficiency build.

My son loves running PTL Pattern Analyzer Poe(ps9) with Black one, Autothrusters and R2D2 - expensive but effective. This made me immediately think of it for Kylo as soon as I saw the 2 turn being green which makes him even better. I'm going to like him a lot.

7 minutes ago, Ynot said:

My son loves running PTL Pattern Analyzer Poe(ps9) with Black one, Autothrusters and R2D2 - expensive but effective. This made me immediately think of it for Kylo as soon as I saw the 2 turn being green which makes him even better. I'm going to like him a lot.

I've actually run that Poe, and I still didn't think of it.

Efficiency and Maneuver are my favorites and probably what will end up being used most often, with the former being the "Budget Kylo" and the latter being "Super Kylo".

I call it... the Unkyllable

Kylo Ren (TIE Silencer) (35)
Intensity (2)
Sensor Jammer (4)
Comm Relay (3)
Autothrusters (2)
First Order Vanguard (2)

Total: 48

View in Yet Another Squad Builder

1 hour ago, defkhan1 said:

Efficiency and Maneuver are my favorites and probably what will end up being used most often, with the former being the "Budget Kylo" and the latter being "Super Kylo".

I was leaning hard toward Super Kylo, but just writing out the comparison to Quickdraw made me look at Budget Kylo much more favorably. They're both super interesting right now, and the dial will make a huge difference for both of them.

I'm intrigued by Intensity, Primed Thrusters, Collision Detector, title, and autos for 42. You can go anywhere, mobe over debris without a care in the world, reposition and still get a token, and still have passive mods plus a potential get out of jail free card.

7 minutes ago, Chumbalaya said:

I'm intrigued by Intensity, Primed Thrusters, Collision Detector, title, and autos for 42. You can go anywhere, mobe over debris without a care in the world, reposition and still get a token, and still have passive mods plus a potential get out of jail free card.

This might be something to look at on the not-Kylo named pilot. It looks like his ability has something to due with obstruction.

ASTS, Autothrusters, 37pts and done.

17 minutes ago, Stay On The Leader said:

ASTS, Autothrusters, 37pts and done.

Why no Fire Control System? Seems like a cheap upgrade that does a lot on a not cheap ship.

10 minutes ago, Biophysical said:

Why no Fire Control System? Seems like a cheap upgrade that does a lot on a not cheap ship.

If the points are available in the squad, yeah. TBH I might take that over Autothrusters.

This is the kind of thread I'd love to see more of, thanks OP.

That said, I'm already in love with advanced ptl Kylo

I'm absolutely looking forward to building Kylo, but I have a feeling that the new EPTs will be part of its most interesting builds. So I can't wait for FFG to spoil those :lol:

Kylo is a PS9 who can hand out Damaged Cockpits (or Stunned Pilots) to anyone who can out PS him.

With bombs being promiant in the meta, the title punishes enemies for NOT flying in a tight, easilly bombed formation. It also gives him extra insurance against alpha strikes and crappy greens.

Autothrusters is a must take, of course. If it wasnt, what would be the other options? Extra green banks? Extra hull? Nothing as good as autos. (though if the dial is starviper like, with practically no greens, Mk2 TIE might have a place on PTL builds)

System options: Minefield mapper and Trajectory simulator help things you cannot do. Reinforced Deflectors cannot be equipped.

Colision Detector is cheap, and combos well with primed thrusters on debris.

Electronic Baffle opens up red moves, at the cost of health. A risky move, but potentially gamewinning if exploited at the right time to arcdodge. Probably not a common build, but not something to throw out just because there's no regen.

Enhanced Scopes: you cannot be blocked. Probably something for pilots who arnt paying a premium for PS in the first place.

FCS: good for focus fire on tough targets and ships in formation (which the title doesnt help with), but redundant with the title in endgame situations, especially vs 2 ship builds.

Accuracy Correcter: improves 50% of unmodified 3 die attacks, letting you save your action for defense. Generally considered better on ships that can attack multiple times or have only a 2 die attack, because of the price, but the cost to offense ratio on this ship may make it worth considering anyway.

Advanced Sensors: Advanced Sensors/PTL is a known combo, but this is the first ship that can pull it off with a green hard turn. (I'm not counting kanan here, but Sabine with Kanan in either ship proves the point) Corran relies on bumping and regen- Kylo relies on punishing anyone who can catch him so they cant catch him anymore.

Sensor Jammer: Anyone who uses their focus for defense cant hurt you. Anyone who uses their focus to hurt you cant modify their defense. If people modifying their defense starts mattering again, this may become important again.

Tech options:

Hyperwave comm scanner: Deployment only support shenanigans. Unlikely to have value on kylo, but a cheap epsilon pilot works to charge kylo's Comm relay or Advanced Optics, and Dormitz can get kylo past that awkward first joust safely.

Primed Thrusters: Combos with Colission detector to ignor debris. Also combos with PTL for psycho tycho level arcdodging, if your greens arnt that great. generally a cheap way to get maneuverability off red maneuvers. Worth it's cost.

Pattern Analyzer: Deluxe way to get maneuverability and actions off red moves. Combos well with PTL on green moves, but is redundant with Advance Sensors.

Sensor Cluster: Always have a way to use a focus token for defense. If you have enough focus tokens, could be a great investment.

Weapon Guidance: Always have a way to spend focus on attack. Not the best option unless you're confident in your arcdodging, in which case just keep shooting them instead of taking this. (unless you cant arcdodge forever- Electronic baffle?)

Comm relay: Cant be charged on your own, without Intensity, but effectively gives you a rechargable "shield" that blocks kylo's own ability.

Advanced Optics (new): Appears to be a comm relay for focus. Unknown price, but I dont see capping the focus the Silencer can carry at 1 being all that awesome. It does mean being able to take a non defensive action and having a defensive token, but being caught out and having to recharge it seems... awkward.

Targeting Synchronizer: support card, known combo with FCS at high PS.

Elite options:

Score to Settle, Calculation: Free crits to trigger IWSYTDS on that one ace who out PSes you.

Adaptability, VI: Free PS10

Trick Shot: Free offence when hiding

Adreniline Rush, Deadeye, Draw their fire, Lightning Reflexes, Snap shot, Squad Leader, Marksmanship, Expose, Opportunist: useless or nearly useless on Kylo ren, for various reasons.

Cool Hand: 1/game Recharge COMM RELAY on a red maneuver.

Crack shot: Extra offence on the cheap

Determination: Immunity to enemy kylos, extra safty from bad crits.

Rage: Might be good if you can clear stress well, but is redundant with the title and FCS

Wired: Weak defensive and offensive rerolls when stressed. might be goodif you plan to be stressed a lot, but obvously stops you from taking PTL, the normal way to be stressed a lot.

Decoy: Shoot later, to punish someone for triggering your ability, or for someone else to finish off the second ship in your arc to give you title rerolls.

Elusiveness: weak defense card, barring some trippy Stealth Device/Electronic baffle/comm relay "Never hit me until AFTER I die" build.

Expert Handling: Clear target locks at PS 9. Good against K4 carriers, not enough vs imperial missile lists these days.

Intensity: Recharge COMM RELAY. Slightly cheaper action economy than PTL.

Intimidation: best if you can bring more friends. Works well with Advanced Sensors, but without the ability to take PTL you're going to want a tech to hold defense tokens- comm relay or Advanced Optics- or a friend who can hand out tokens. Might be better on the lower PS.

Juke: Without native evade, this practically requires Comm relay, and without Intensity you need another way to charge it. Dormitz can be fun.

Lone Wolf: Embrace the endgame- rerolls on offense and defense, if nobody's aroud to be your friend. Forces the enemy to focus you first to keep you OUT of the endgame, which will hand out IWSYTDS easilly enough, and lets you play your defensive advantages.

Stay on Target: Will depend on dial, but with Primed Thrusters might not be a bad choice.

Swarm Tactics: Your buddy gets to shoot at PS9, at the cost of your EPT.

Wingman: Dial dependant, but may be an interesting choice on the generics if the dial is anything like the Tie SF.

Daredevil: hard turn boost for a stress. Will depend on dial, but with Pattern Analiser you can turn the green 2 turn into a white talon roll. Worth revisiting.

Outmaneuver: Arcdodgers have a decence chance to get out of arc shots, especially if your ability makes you unappitizing. Make your shots count.

Predator: An extra reroll that always works. No need for FCS with this and the title.

Push the Limit: Dial dependant, but a green hard 2 is a darn good start. This will be what all other EPTs will be measured against.

Ruthlessness: Anti-synergy with the title, but may cause the enemy to choose between eating this EPT or the title, especially if they had formation cards like biggs, Jonus or Howlrunner.

Swarm Leader: A bigger gun, as long as you have friends. Needs a TL+focus for best effect, so either FCS or Advanced Optics used for offense. (1 reroll from title does NOT cut it with 5 dice)

Expertise: automatic focus on offense, allowing you to save actions for arcdodging and defense. Generally better on ships that can use it multiple times per round.

Edited by Rakaydos

Also note that - on a First Order list, you can theoretically hand Kylo a metric tonne of action economy by supporting him with an Upsilon - Major Stridan/Systems Officer/Inspiring Recruit offers up a potential two free actions a turn even without triggering Push The Limit, meaning Kylo can keep spending his actions on maneuver whilst the support ship provides him with tokens and stress management.

10 hours ago, Rakaydos said:

(though if the dial is starviper like, with practically no greens, Mk2 TIE might have a place on PTL builds)

It isn't - the spread shows a green 2 hard turn.

:D

Assuming Advanced Optics is a focus rversion of comm relay, it'll probably be better with the Intensity build than Comm Relay - you can restock Optics at any time, but you can only restock Comm Relay when intensity is not exhausted.

Otherwise I think most of these build guesses are solid. Though, as with Poe, Intensity will go better with Primed Thrusters than Pattern Analyser I think - you don't need to shed stress to keep getting actions whilst you have Primed, whereas you do with Pattern.

A lot of this will depend on the amount of red on the dial though.

5 hours ago, Magnus Grendel said:

Also note that - on a First Order list, you can theoretically hand Kylo a metric tonne of action economy by supporting him with an Upsilon - Major Stridan/Systems Officer/Inspiring Recruit offers up a potential two free actions a turn even without triggering Push The Limit, meaning Kylo can keep spending his actions on maneuver whilst the support ship provides him with tokens and stress management.

Strydan/Lone Wolf Ren as a 2 ship list?

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Edited by baranidlo

You've got to compromise way too much on RAC to fit him in with Kylo.

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Edited by baranidlo