Star Wars: Imperial Tactics Episode III: Kylo Ren

By Boom Owl, in X-Wing

STAR WARS: IMPERIAL TACTICS EPISODE III: KYLO REN

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Ok pilots! Welcome back. Next up is Kylo Ren in his Upsilon-Class Shuttle. As always, I am not an expert authority on X-Wing. Just offering my perspective to start a gameplay focused conversation about a specific pilot.

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Hit Crit Overview:

  • Hit:

    • 4 Attack

    • 12 HP

    • Coordinate Action

    • Two Crew = Palpatine

    • System Upgrade & Tech Upgrade

    • All Hard Turns and a red Stop

    • I’ll Show You the Dark Side (ISTDs)

    • Alters Target Priority

    • Reasonable Point Cost

  • Crit:

    • Hard to turn around

    • 5 Red Maneuvers

    • 1 Agility

    • Pilot Skill requires you to get hit

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Pilot Card:

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Dial:

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I’ll Show You The Dark Side (ISTD):

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  • Need to take a moment to try and explain ISTD to avoid confusion the rest of the way. If I get anything wrong below please let me know and I will adjust it.

  • “When this card is assigned, if it is not already in play, the player who assigned it searches the Damage deck for 1 Damage card with the Pilot trait and may place it faceup on this card. Then shuffle the damage deck. When you suffer critical damage during an attack, you are instead dealt the chosen faceup Damage card. When there is no Damage card on this card, remove it.”

  • English Translation:

    • Someone shoots at Kylo and lands a hit

    • You get to look through their damage deck and pick out a Pilot Crit of your choice.

    • Don't reorder their deck and put all the Direct Hits on top please.

    • You put it on the ISTD condition card somewhere next to the play mat

    • Place a Kylo Token next to the ship that hit you

    • If you roll or add an uncancelled crit against that ship during an attack….

    • The Pilot Crit you selected is dealt

    • The Crit goes through shields

    • The ISTD Condition does not go away after Kylo Ren is destroyed, only after the crit is dealt

    • If another ship hits you, you must switch the ISTDs condition to that ship, keeping the already selected Damage Card

    • ISTD can only be resolved during attack. Doesnt work if your opponent flies over a rock or rolls a crit from a bomb

    • Most people use this to assign Pilot Skill 0 with Damaged Cockpit or catch a Blinded Pilot at a key moment

  • Example:

    • Nym Shoots Kylo Ren and lands 1 hit

    • You pick out a Damaged Cockpit Crit card from your opponent’s Damage Deck and place it on the ISTDs condition card

    • You place a Kylo Ren Token next to Nym

    • During an attack on Nym:

      • You roll 1 Crit and 1 Hit

      • Nym rolls 1 Evade

    • The evade cancels the hit but not the crit

    • The Damaged Cockpit Pilot Card is dealt to Nym

    • Nym now has 1 less hull and full shields, and Pilot Skill Zero for the rest of the game

    • Remove the Kylo Ren Token, next time someone hits you pick another card

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Coordinate Action

  • Another quick housekeeping item since its the only ship in game with this extremely powerful action currently ( excluding Ashoka's Tie Fighter I guess )

  • Coordinate opens up a ton of options for your wingmen

  • Choose Another Friendly ship at Range 1-2. That ship may immediately perform One Action.

  • Works on Upgrade Card Actions as well.

  • Great for avoiding bombs, blocks, rocks, and for action economy for other ships.

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EPT Upgrade:

  • Veteran Instincts / Adaptability

    • Possible to get Kylo to PS8 to help deal with Dash, Rey, etc.

    • Rarely used since there other bigger problems Kylo needs solved

  • Expertise

    • Opens things up to other key actions like Target Lock, Coordinate, Boost etc.

    • Unfortunately you need to use those red 1 and 3 speed turns often, so stress limits it greatly

  • A Score to Settle

    • Zero points for a better chance at pushing through Crits on a specific target.

    • With only 1 agility your opponent might benefit just as much as you

    • Works well with Weapons Guidance

  • Adrenaline Rush

    • Fun option for Kylo. Opens up your dial in a key moment to the Red Turns and Red Stop

  • Calculation

    • Better options but still weirdly useful. Pairs nicely with Recon Spec Crew and Weapons Guidance Tech explained in the crew section.

  • Predator

    • Mini-Target lock, rerolls have a chance to get you a crit

    • Gives you some action economy even while stressed which opens up the dial

  • Crack Shot

    • A great way to force ISTDs through on your opponent in a key moment.

  • Determination

    • Hard Counter to Pilot Crit Cards…...use this if you want to protect Kylo from your Opponents Kylo.

  • Draw Their Fire

    • Mini-Selflessness card that allows you to take a Crit that lands on another friendly ship at range one.

    • Works wonders on Quickdraw and looks exciting on paper for Kylo but it does not trigger his Pilot Ability.

  • Rage

    • Personal favorite of mine for thematic reasons mainly. Rage Kylo seems appropriate.

    • Ships that have access to a crew upgrade and some green moves can make use of Rage

    • Target lock and focus all in one for the cost of 2 stress you can clear with one green move if you have Inspiring Recruit Crew

  • Expert Handling

    • Easily my favorite EPT for Kylo when paired with Advanced Sensors

    • Massively improves his mobility and ability to stay on target

    • Combos really well with Experimental Interface and taking a focus on greens

    • Tosses Target Locks to avoid alpha strikes

    • Really helps you set up attack runs and get in and out of rocks or trouble

  • Wired

    • Makes you less concerned about using those red moves

    • Re-rolling Eyeballs can get you crits which is always nice

  • Intimidation

    • Another thematic play, big base and PS6 will have you bumping often.

    • Reducing Agility on someone you just gave a Kylo Card is potentially huge if you have crit generating ships elsewhere in your list

  • Wingman

    • On Kylo this is only going to help if you can keep your other ships at Range 1 which is tough.

  • Stay on Target

    • Helps keep those 4 dice on your opponent.

  • Dare Devil

    • Same club as Expert handling but different flavor, probably my 2nd favorite EPT for Kylo

    • An additional hard 1 turn action will get you turned around in a hurry.

    • Basically lets you dial in candy cane moves with a 2 green bank and advanced sensors

  • Push The Limit

    • Limited Green moves make this tricky and I tend to prefer Experimental Interface Modification for this purpose

    • Still any ship with Advanced Sensors can put PTL to good work by clearing the stress after you move :)

  • Swarm Leader

    • Great fun with a bunch of low PS Tie Strikers zipping around nearby, but not efficient

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System Upgrade

  • Advanced Sensors

    • Definitely my preferred choice here, opens up so many movement options with Expert Handling or Boost that Kylo is pretty hungry for.

    • Just makes Kylo that much easier and fun to fly.

    • Great to use with Pattern Analyzer.

    • Advanced Sensors lets you do actions before you move then clear a stress with a green move and Pattern Analyzer basically lets you take actions after you move and then clear a stress with a green move.

    • Also allows you to make interesting use of the Coordinate Action to help your other ships avoid bombs or rocks or bumps etc.

  • Collison Detector

    • Big Base ships sometimes need help avoiding rocks. Works well with Engine Upgrade and Expert Handling. Nice point saver.

  • Electronic Baffle

    • Great option here. Lets you ignore a stress or Ion in exchange for a damage.

    • Massively frees your mind up to use those Red turns and stop.

    • Kylo relies on his Pilot Ability to discourage incoming shots so makes the most of that :)

    • I think this lets you clear 3 stress with Inspiring Recruit clearing 2 from a green?

    • Might allow some goofy combos with Rage and Experimental Interface

  • Fire Control System

    • Most people gravitate to this...its nice especially since it lets you get TL despite the red moves.

    • Problem is….its often very difficult to keep Kylo’s forward arc on one target turn to turn.

    • If you get to the point where you can do that, FCS is fantastic given his 4 attack dice.

  • Re-enforced Deflectors

    • Sorta expensive but maybe has a home if you want to defend more. I see Kylo as an aggressive offensive Pilot so never really to worried about defense to begin with.

  • Sensor Jammer

    • Same category as Re-enforced. I just dont see a good use for it typically.

  • Accuracy Corrector

    • This is ok if your planning to get Crit generation from something else in your list.

    • Similar to other comments above….it greatly opens up your action choices for boost, barrel roll, and coordinate which is big.

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Crew Upgrade

  • Inspiring Recruit

    • As mentioned already lets you do fun things with Rage and Experimental Interface and anything that results in double stress

    • Particularly when paired with Advanced Sensors or Pattern Analyzer

    • Question for the Community: If I equip Two Inspiring Recruits can I clear 4 stress or does the “once per turn” clause apply to both Recruits?

  • Intel Agent

    • Looking at your opponents dial during the activation phase sounds fair

    • Put two Intel Agents on Kylo and you can look at 2 of your opponents dials

    • Can be pretty hilarious with a Decimator with 3 intel agents....questionably useful but......hilarious yes.

    • Actually pretty useful for snagging blocks or setting up next turn since Kylo has advanced sensors and can boost or barrel roll based on what he learns.

  • Saboteur

    • Action that lets you roll a red dice to flip one of your opponent's damage cards

    • Basically a fun way to put them on tilt with all the crits but not super efficient otherwise

  • System Officer

    • Lets you support other ships by tossing them a TL after you take a green move

    • Much better on Major Stridan but still a fantastic support crew if you need a TL elsewhere particularly for the opening engagement!

  • Tactician

    • Anything that makes Kylo a “better” control piece is good fun in my book since my goal with Kylo is typically to throw as many wrenches as possible into my opponent's plans.

    • Gets better with your skill level as catching someone at Range 2 to assign the stress can be tricky. It works more often then people give it credit.

  • Darth Vader

    • Does not synergize with ISTDs so if your taking this….take it for the thematic reasons only.

    • Ben and Grandpa Skywalker going out for an angry Sunday drive in Kylo’s new ride.

  • Fleet Officer

    • Combos well with Experimental Interface, Coordinate, and Advanced Sensors

    • Give one ship a free action and other ships a focus token!

  • Mara Jade

    • At some point in every game your going to be close to your opponent's ships with Kylo

    • This paired with the Kylo Shuttle Title pushes a ton of stress out and increases your chance at causing some tilt.

  • Navigator

    • Kylo has every move 1-3 that doesn't involve turning around.

    • That makes Navigator sorta useful but still a niche crew as you get better

  • Operations Spec

    • Another great support card. If you plan to roll alot of unmodified Red dice with Kylo this can give a boost to your other ships.

    • Works well with Gunner + FCS since you can shoot, miss, take a TL/Focus, then shoot again with 4 fully modified Red dice. Take that ya emotionally balanced rebel scum!z

  • Rebel Captive

    • Makes shooting at Kylo that much worse as it pushes out a stress and ISTDs condition

  • Recon Spec

    • With only 1 green dice having an extra focus around for defense will help a bit

    • Allows for some goofy interactions between Calculation, Weapons Guidance, and Sensor Cluster

    • Basically take two focus tokens. Change 1 focus to a crit and 1 blank to a hit. Etc.

  • Weapons Engineer

    • With FCS or early game TLs gives you many many more options for switching targets in game. Although ask yourself…..if your switching alot arent you already losing?

  • Ysanne Isard

    • Basically gives you an evade at the start of combat if you have no shields. Works with PTL but way to expensive for what it is…

  • General Hux

    • A wonderfully awkward looking Token

    • Really works very well if you have alot of other ships flying nearby like Strikers or Ties

    • Gets the most out of the “support” roll but the stress is bothersome.

    • A better fit on Major Stridan

  • Gunner

    • Works wonders with FCS as described earlier. But pretty **** expensive.

  • Emperor Palpatine

    • By far my favorite crew choice for Kylo Ren

    • Helps him land crits and keeps his dial open. Helps you support a nearby ace in terrifying ways. Just all around one of the best cards in the game even still.

    • Proxy Palp as much as you want and enjoy Imperial Faction balance you didnt even know was possible.

    • Lets you call a blank on bomb rolls.

    • Makes a focus + evade Whisper or Vader or Soontir almost impossible to hit

    • Bottom line, Kylo Ren and Palpatine are a match made by the Dark Side. And its awesome.

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Title

  • Kylo Shuttle

    • Pretty straight forward. Lets you push out stress like a mini Mara Jade

    • 2 Points are often better used elsewhere, like Pattern Analyzer for instance

    • Pairs really well with Rebel Captive, Mara Jade, or Tactician

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Tech Upgrade

  • Hyperwave Comm Scanner

    • Real purpose for this is to let you dictate the terms of the initial engagement at PS12 during place forces

    • Very important as it helps you set up the initial “chase” patterns and helps you determine what choices to give your opponent.

    • Great options for 1 point and should never be ignored!

  • Pattern Analyzer

    • Described above, this is basically Advanced Sensors but after you move.

    • Just fantastic with all those red moves Kylo has.

  • Sensor Cluster

    • Adds a little something extra on defense but I only ever seem to save a focus token if I have a way of generating one besides the action like Recon Spec or Operations Spec

  • Weapons Guidance

    • Described already above. Gives you some insurance when attacking

    • Use this with Palp to land a ISTDs crit and your Opponent will almost definitely go on tilt which helps the next couple turns by itself

  • Targeting Synchronizer

    • This is amazing.

    • Allows you to set up Missile Alpha strikes for other ships

    • Works on Primary attacks, other ships in your list might need it, which is incredible.

    • Pairs very nicely with FCS

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Modication

  • Tactical Jammer

    • Fun to use to protect other ships in your list but not consistent enough to be worth it

  • Anti Pursuit Lasers and Ion Projector

    • Another control piece. Sometimes its fun to build a Kylo that is 100% about control.

    • These two fit that category but they are pretty bad since they require a good roll for the Ion or Stress to go through

    • If only Palp worked on my opponent's dice…..

  • Countermeasures

    • A defensive boost mostly useful for the tossed target lock. Not a great option in my opinion

  • Experimental Interface

    • Mentioned a few times already

    • Works super well with Rage, Inspiring Recruit, Advanced Sensors, Expert Handling, Daredevil, etc. etc.

  • Engine Upgrade

    • My defacto first choice on Kylo

    • Massively improves his ability to stay on target.

    • Gives you a chance to get the **** out of dodge and come back on your own terms

    • Advanced Sensors lets you treat Kylo as a big Tie-Striker :)

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Favorite Wingman

  • Going to use a light touch on this section and leave the majority of the suggestions to the community

  • Kylo’s point cost is reasonable enough that the potential workable combinations are nearly endless! Quick side note, you can put Kylo Ren Crew on a Starkiller Base Pilot with 2 aces like PS11 QD and PS11 Vader or Vader/Juno etc.

  • Darth Vader

    • Probably one of the better ships to include in a Kylo Shuttle list.

    • Gets to PS11 can drop cruise missiles and consistently resolve ISTDs

  • Quick Draw or Backdraft

    • QD is in a similar category as Darth Vader here with his ability to get to PS11

    • Backdraft can push crits through which is great

    • Both can equip Targeting Synch and FCS which opens up Primary Attack target locks like crazy

  • Pure Sabacc

    • Pick an Ace of your choice and you should be able to fit both Sabacc and Kylo into the list. Another “control” piece that causes target priority mistakes by your opponent

    • Targeting Synch helps you reroll those Sabacc dice...and is useful for Duchess and Countdown to!

  • Whisper

    • She really really benefits from Kylo’s access to the coordinate action if you can stay close. You can...just takes practice.

    • Palp support is always a big deal with Whisper.

    • Rebel Captive on Whisper presents poor choices

    • Two ships running around with 4 dice is fun!

  • Kath Scarlett or Boba Fett

    • Both of these can be outfitted with Reb Captive and a Mangler cannon with Expertise.

    • Actually a decent combo...but those arc are gonna get dodged….alot

  • Mini Swarms

    • Loading up with some support cards you can fit 3 Tie Strikers and General Hux.

    • Might not be the most effective way to fly Kylo but it looks pretty **** cool on the table.

  • RAC

    • You can fit a PS10 RAC with Rebel Captive and Engine Upgrade next to Kylo with some room to play with.

    • Pretty scary thing to see on the other side of the table.

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General Tips

  • If you're flying with one other ace…try to get your opponent into a Turtled Ace Chase and free kylo up to go on an attack run. Turtled means (focus or evade at R3). Basically split your ships and see if they go for your ace first.

  • If they don’t bite deal out ISTDs and have your ace resolve it if Kylo can’t first with 4 dice.

  • Most Important Tip: Use those Red 1 and 3 Hard Turns Often. They are extremely good.

  • Find room for upgrades that improve your mobility, Advanced Sensors, Expert Handling, Engine Upgrade, Pattern Analyzer, Daredevil

  • Be mindful of your opening round approach and use that Red 1 zero on the first turn to give yourself as much info as possible

  • Practice flying in and around rocks, extra green dice are key

  • Keep those wings up to make moving ships around Kylo less annoying for you and your opponent.

  • If you didnt get the message before use Palp, proxy him if you have to. He is just to good to ignore and truly turns Kylo into the Emotional Monster that we all know and love.

  • If you are stressed dont be afraid to use white moves to keep the pressure on your opponent.

  • Turning around is a problem but with careful planning you can give yourself “time” to turn around by forcing your opponent to fly through or around rocks to get to you.

  • Bad Situation…..3 speed move and a boost, fight another day.

  • Challenge your opponent to shoot Kylo. Basically fly up and say "Your Move, Chuck".

  • At PS6 Kylo is going to be able to go for blocks on a lot of things. Use that and advanced sensors to your advantage and set up big hits from other ships in your list like Whisper or QD/Vader cruise missile strikes.

  • Alpha strikes are a real issue with 12 hp and 1 green dice. Bump at least one or die.

  • Use the other ships in your list to "herd" your opponent.

    • This is a common tactic with a regular Shuttle as well.

    • Basically keep Kylo in the middle of the board and use Rocks or your other ships arcs to force your opponent to fly in front of Kylo.

    • Done correctly you can force them into a spot that you want them to be.

  • Self Bump to keep Kylo in place for a turn without burning a Red 1 zero and taking a stress.

    • A 1 bank or 1 forward from kylo plus the right move from another ship will not "clear" and lets you bump both ships to buy some time for a better moment to move. This pairs well with Advanced Sensors.

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Examples of Expert Handling and Daredevil:

  • Advanced Sensors Barrel Roll + Green 2 Bank to Clear Stress
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  • Advanced Sensors Barrel Roll + Hard 2 Turn
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  • Hard 2 + Daredevil
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  • Advanced Sensors Daredevil Hard 1 + Green 2 Bank to Clear Stress
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  • Advanced Sensors Boost + Red Hard 1 Turn
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Questions for the Experts:

  • Any specific tips on how to “stay on target” and turn Kylo around consistently?

  • If you built Kylo “purely” as a control, attack, or support piece what would he look like? Pick one.

  • How do you set up during the place forces step? What are you typically thinking about?

  • Can you offer any advice on Kylo's worst matchups and what you can do to mitigate them?

Thanks for reading!

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Previous Episodes:

Edited by Boom Owl

You articles are so usefull thank you! I had hard time with a scurg/jumpmaster list my friend was playing recently . I end my problem with kilo, 2 academi pilot behind and the swarm leader. It was not very fun to fly, but it was very effective ! I totally used to missjudge the Upsilon

As discussed in the OP, if you don't take Pattern Analyzers and Engine Upgrade, you need a very, very good reason.

I personally like FCS because of the cheap cost.

The crew combo I've run the most is Intel Agent/Rebel Captive. With Engine Upgrade and coordinate, Engine is hugely useful. With the title, Rebel Captive is also great, because they never get off the hook. For 2-ship lists, the highest PS ship takes a stress from captive, then the title stresses the other ship (or the highest PS ship gets double stressed). The title/Captive combo is tremendous for keeping ships from following you. It usually stops hard turns, while leaving Kylo free to do hard turn+boost.

VI is arguably mostly useful against Dash, but the difference in that matchup is huge with VI, and Dash is awfully good.

My current favorite wingman is TIE/D Rexler Brath. He puts out so much damage that he's a primary target, which allows Kylo more opportunities for massive primary damage. The ion cannon pairs well with Kylo's stress, as well. Coordinating before K-turning in a close in dogfight is huge with the benefit of Intel Agent. You can block or avoid blocks at will.

@Biophysical

Thanks Bio. That Intel Agent + Coordinate + Tie/D combo sounds pretty sketchy. Explanation on Rebel Captive is helpful to. One question though, doesn't Kylo's Shuttle title only works on unstressed opponents?

Edited by Boom Owl
39 minutes ago, Boom Owl said:

@Biophysical

Thanks Bio. That Intel Agent + Coordinate + Tie/D combo sounds pretty sketchy. Explanation on Rebel Captive is helpful to. One question though, doesn't Kylo's Shuttle title only works on unstressed opponents?

It does, but what happens is it takes away plays to avoid one or the other. In a two ship list, say, Dengar-Nym, if Nym passes on a shot to avoid stress, Dengar gets stressed instead, andctje title stresses Nym at the end. This means a stress on Nym anyway, or 2 stress on Dengar.

14 minutes ago, Biophysical said:

It does, but what happens is it takes away plays to avoid one or the other. In a two ship list, say, Dengar-Nym, if Nym passes on a shot to avoid stress, Dengar gets stressed instead, andctje title stresses Nym at the end. This means a stress on Nym anyway, or 2 stress on Dengar.

I gotcha your basically making them choose between Rebel Captive stress which can "double stress" or the Kylo Shuttle Stress which can't unless they pass it to another ship....brutal.

"At the end of the Combat phase, choose an unstressed enemy ship at Range 1-2. Its owner must assign a stress token to it or assign a stress token to another ship at Range 1-2 of you that that player controls."

So with Tactican or Mara Jade with Rebel Captive instead of Intel Agent you could basically get a bunch of stress on someone and force them into 3 green turns to clear it if they dont have Inspiring Recruit oh and you Kyloed something and Rexler probably put an Ion in on them......

  • Tactician: After you perform an attack against a ship inside your firing arc at Range 2, that ship receives 1 stress token.
  • Mara Jade: At the end of the Combat phase, each enemy ship at Range 1 that does not have a stress token receives 1 stress token.

Doesn't sound like something any 2 ship list would handle particularly well.

I wonder what the maximum amount of stress is that Kylo + something else could put on one ship in a round.

Edited by Boom Owl
1 hour ago, Boom Owl said:

I wonder what the maximum amount of stress is that Kylo + something else could put on one ship in a round.

Maybe pair it with kath scarlet- mangler and a tactician as well? Would be loads of stress.

A few other notes:

My go-to opening is to set up on a flank and do a 3-forward. If theyre set up opposite you, it frequently puts you in a position where the opposing squad either moves toward you or turns into the board. Since you can red stop and Pattern Analyzer for an action, coming toward you is very dangerous and turning in allows you more options for getting into a tailing position next turn.

If they're set up in the middle or on the far side, a 3 move+boost covers a huge amount of space and can put you on a flanking position very quickly.

On September 30, 2017 at 8:46 PM, Biophysical said:

A few other notes:

My go-to opening is to set up on a flank and do a 3-forward. If theyre set up opposite you, it frequently puts you in a position where the opposing squad either moves toward you or turns into the board. Since you can red stop and Pattern Analyzer for an action, coming toward you is very dangerous and turning in allows you more options for getting into a tailing position next turn.

If they're set up in the middle or on the far side, a 3 move+boost covers a huge amount of space and can put you on a flanking position very quickly.

Thanks. Any goofy ways to make use two Inspiring Recruit crew cards with Pattern Analyzer?

Edited by Boom Owl

Lt Colzet with Engine Upgrade and two Storm Sqd Pilots with AC alongside Kylo is just terrifying.

I also love using RAC-Palp and Kylo-RS-WG, but it's so good and wins so much where I live I usually don't fly it.

Edited by Celestial Lizards
1 hour ago, Boom Owl said:

Thanks. Any goofy ways to make use two Inspiring Recruit crew cards with Pattern Analyzer?

Haven't really thought of it. Rebel Captive has been extremely powerful in my experience, so I haven't gone out beyond that.

I'd think something with Wingman could be valuable, though.

For awhile I was running 2 pa/weapon guidance/fcs/recon spec starkillers supported by epsilon leader, the super wingman FO.

It couldnt keep up in tournaments, but it hit like a freight train.

On 10/2/2017 at 6:48 AM, Celestial Lizards said:

Lt Colzet with Engine Upgrade and two Storm Sqd Pilots with AC alongside Kylo is just terrifying.

I also love using RAC- Palp and Kylo-RS-WG, but it's so good and wins so much where I live I usually don't fly it.

A quick question about weapons guidance. Is it restricted to one dice or can you change two blanks on the same hit if you have 2 focus tokens?

43 minutes ago, Real Gary Ball said:

A quick question about weapons guidance. Is it restricted to one dice or can you change two blanks on the same hit if you have 2 focus tokens?

No restriction. That's why it loves double focus. Focus, foci, what's the plural of focus?

13 minutes ago, Celestial Lizards said:

No restriction. That's why it loves double focus. Focus, foci, what's the plural of focus?

focuses

12 minutes ago, Rogue_Group1 said:

focuses

Weapons Guidance + Recon Spec = Insurance I Guess

Edited by Boom Owl

WG should be one use per attack I think due to the once per opportunity rule

18 minutes ago, RampancyTW said:

WG should be one use per attack I think due to the once per opportunity rule

"When attacking, you may spend a focus token to change 1 of your blank results to a result."

Whats this once per opportunity rule you speak of?

1 hour ago, Boom Owl said:

"When attacking, you may spend a focus token to change 1 of your blank results to a result."

Whats this once per opportunity rule you speak of?

When attacking you may spend "a" focus token to change 1 result.

Trigger is when attacking, and the card has been used the first time you convert a blank. I don't see anything that would allow you to use it again. What makes it different than something like Predator?

Exellent article, made me reconsider a ship I don't even care for

  • Nice write-up!
  • I definitely agree with Expert Handling and Daredevil. The Upsilon has the punch, and action economy, already. What it needs is the ability to point its gorram nose the right way.
  • Sadly Lighting Reflexes is SMALL SHIP ONLY or it would be the automatic #1 choice.
  • Similarly, Pattern Analyser is awesome, as is Advanced Sensors. I would always pick one or the other rather than both, but would hesitate to take both.
  • Hyperwave is amazing. Pair with Hyperwave Lieutenant Dormitz for a 2-ship Upsilon List that people find themselves completely outpositioned by on a surprisingly regular basis.
  • If you want to amp up 'dogfighting' with Kylo, I would recommend Gunner, Tactician, Kylo Ren's Shuttle. If opponents are dealing with stress, suddenly the shuttle isn't so unmanouvrable after all.
  • Alternatively, Gunner, Operations Specialist, Fire Control System, Weapons Guidance is a nasty combination - if you have any shot, you automatically get a more-than-full-mods shot, meaning you can spend your actions on boosting or expert handling with ne'er a care in the world.
  • You didn't (probably for good reason) mention Flight Instructor. Theoretically Flight Instructor/Sensor Cluster/Reinforced Deflectors could be good, but you're spending a heck of a lot of points on durability.
  • I could imagine Enhanced Optics from the silencer being good. Banking away a focus is a nice ability.
  • Hyperwave Comm Scanner and Comm Relay don't work together if Kylo Ren carries both (because it's ' another friendly ship') but if you have multiples it's a good idea (the Dormitz/Ren pairing also gives you a free token for this reason). Sadly large ships can't pack intensity so you don't have an easy way to recover the evade once you've spent it (Maybe Ysanne Isard?)
Edited by Magnus Grendel

@Magnus Grendel

Thanks for catching a few mistakes in there!