The Firespray Fix!

By GrimmyV, in X-Wing

"Fly Casual" uses this fix:

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Even if you didnt put a blip excluding cloaking device to avoid that fiasco, not sure i'd even want it on that thing.

Cloaking device isnt used because its overpriced for how easily it can go "poof" and go away. Counterfeit cybernetics would more than likely help the firespray out far more than a potentially 1 use janky cloak.

But i imagine simply giving it access to small ship stuff would help it a ton. After all, ive ran it with Expert Handling to get the roll and seriously the roll is crucial, but the stress part of EH counteracts any benefit because this thing's greens SUCK.

Imperial backing

Firespray imperial ship only

-3 points modification

When you reveal your dial you may treat white maneuvers as 1 speed slower, and green maneuvers as 1 speed faster.

Gain an ept if you do not already have one on your upgrade bar.

Takes up engine upgrade but gaining 3 greens and white 1 hards is a steal with a price reduction and some movement tricks with imperial Boba without the need for navigator. The free ept will also help it out compared to the scum Firespray.

18 hours ago, GrimmyV said:

Wrecking the Havoc isn’t priority anymore, it’s all about Ghostbusting now.

and it’ll be awefully hard to make the Firespray OP by just making upgrades cheaper/free. It still has no system slot, basically the X-wing/Z-95 dial with none of the modern turn around moves, and no native repositioning. A one point Vectored or 3 pt EU is still more points on top of a (double) arc-locked ship, as the kids say.

an Imperial crew that made maneuvers green would help out a PTL Firespray and guaranteed focus and evade every turn. LRS is helpful for first or second passes with Harpoons/cruise/latest hot Missile. But even at discounts it’s not obvious that this will push the ship into better tiers.

its a 40-50 pt ship when loaded and it still needs support badly, something that the Imps will be getting soon with the second TIE Shuttle. Maybe Krennic will find a home on the Firespray as he supports the support ships boosting his ship.

For the record, "Wreaking havoc" is a turn of phrase, not an attempt to kill a named ship. ;)

As for the discount: Consider a scum Boba Fett with VI, Engine Upgrade, Tactician, and now, 'cuz we can, let's throw in Tractor Beams and a 1pt Illicit 'cuz we can. The old build wasn't bad, and now it's 3 points cheaper, and comes with a handful of extra tricks to add utility. Any 1pt bombs, torpedoes, or other items would add up quickly, too.

If you mean saving the Imperial firespray... well, good luck, I guess. :P

On 3/4/2018 at 5:51 PM, JudgeDeath said:

I think what the Firespray needs most of all is the one thing it won't get - a better dial. We only really get one scene in a film of the Firespray in combat, but it does seem very manoeuvrable in the short time its on screen. A hard 1 would really improve it, even if it was a red move. Likewise a 3 S-Loop or T-Roll would also be nice. You could create a title that allowed the Firespray to change a 1 bank to a 1 turn, or a 3K to a 3 S-Loop (or T-Roll) but I feel giving it the ability to change it's dial as standard may be a bit too generous (and also make Imperial Boba less attractive.

Honestly, just a barrel roll option would help that maneuverability quite a bit. It's much easier to maintain arcs on a target when you have the ability to large-base barrel roll after a hard turn. It would be a much better option for a Firespray than a Boost action, which only puts enemies further away from that rear arc and doesn't help you line up shots as well.

On 3/3/2018 at 12:25 PM, thespaceinvader said:

I thought about this a bunch a while ago....

Modification: Stolen Transponder Codes. Unique. Scum only. Firespray only. You ignore restrictions on unique Title upgrades. 2 points

...

I love this idea and the name of the card even more.

Not to go off the rails but the card “stolen transponder codes” could come in a rebel pack and allow them to use a ship like the Lambada Shuttle.

Something like : unique rebel only may be applied to one lambada class shuttle. At set up may deploy anywhere other than your or the opponent’s deployment zone.

I seriously love the name. It has to be made in some way either scum like thespaceinvader said or some other way.

On 3/3/2018 at 6:43 PM, thespaceinvader said:

Stolen Transponder Codes. Modification, 2 points. You may ignore restrictions on unique Title upgrade cards.

This would be so fun, Adaptive Ailerons combined with bombs or maybe Ghost with a Docked Phantom/Phantom II :)

36 minutes ago, mcgreag said:

This would be so fun, Adaptive Ailerons combined with bombs or maybe Ghost with a Docked Phantom/Phantom II :)

Unique titles only so no ailerons or x7 or sf or arc titles. And scum can't take attack shuttles or sheathipede so no ghost. Not that the phantom 1 does anything given that lack of turret slot.

Best options would be punishing 1, mist hunter, outrider, maybe tfa falcon.

3 hours ago, Reiver said:

For the record, "Wreaking havoc" is a turn of phrase, not an attempt to kill a named ship. ;)

Wow, my jokes always fall flat. Can’t a guy play with the language without having everything being taken literally?

3 hours ago, Reiver said:

If you mean saving the Imperial firespray... well, good luck, I guess. :P

Sigh, I know. There’s just gotta be a way! I believe it in all my bounty hunting GUNBOAT heart!

9 hours ago, thespaceinvader said:

Unique titles only so no ailerons or x7 or sf or arc titles. And scum can't take attack shuttles or sheathipede so no ghost. Not that the phantom 1 does anything given that lack of turret slot.

Best options would be punishing 1, mist hunter, outrider, maybe tfa falcon.

Punishing One is good but expensive for a ship without a turret, and Outrider is always good but costs you the ability to fire a much better primary weapon than the YT-2400 has.

Havoc might be worth a thought, too. Swap a crew slot for Astromech and System. Of course, it costs you your crew slot, and scum crew are very powerful.

The full list:

  • Millenium Falcon (Original) - already has evade, so does nothing
  • Slave 1 - already available
  • Moldy Crow - actually very good; with decent primary weapons and agility extra focus tokens were always good on a firespray.
  • ST-321 - Long Range Scanners without the downside. Expensive but very nice on a lower PS missile-boat. On the other hand, Slave 1 lets you take Long Range Scanners and extra munitions, so probably not worth the cost.
  • Bright Hope - has no means to use energy or generate reinforce tokens, so does nothing.
  • Dutyfree - no jam action, so does nothing.
  • Quantum Storm - means the ship actually has an energy token. Theoretically this lets you put a targeting co-ordinator as the crew. That is 8 points to generate a free target lock every turn which you can pass to another friendly. Worth it? Maybe? Depends if the Energy: header means you can only do it at a step that doesn't exist for a non-huge ship.
  • Dodonna's Pride - no co-ordinate action, so does nothing
  • Tantive IV - no 'fore section', so does nothing.
  • Jaina's Light - Near enough Leebo's pilot ability. Could be worse for 2 points, especially paired with Determination.
  • Outrider - pack a heavy laser cannon and you've got Dash. For more points. On a worse chassis. Whilst giving up a better gun. It's not an awful ability, but there are better. Autoblaster Boba Fett could be pretty brutal if well-handled.
  • Dauntless - Between Expertise and K4 security Droid you can get full modifications when bumped. It's not a bad ability, but unless you have a critical ability which is action dependent, I'm not sure this is that great, especially since you can take Unkar Plutt for free if it bothers you that badly.
  • Virago - A Systems slot and a second illicit slot? For 1 point? Awesome. Yoink!
  • Andrasta - already available
  • Assailer - no means to generate a reinforce token, so does nothing.
  • Impetuous - At 3 points it's the same price as Virago /Fire Control System and does pretty much the same thing, but not as reliably, so pass. A nice complement to scavenger crane, I guess.
  • Instigator - no recover action, so does nothing
  • Hound's Tooth - does exactly the same thing as it does for the YV-666. However, a Boba Fett Nashta Pup is actually pretty darn skippy; PS8 (or more) with rerolls at range 1 of the enemy.
  • Requiem - can't deploy ships without the mutually exclusive Hound's Tooth, so does nothing.
  • Vector - can't deploy ships without the mutually exclusive Hound's Tooth, so does nothing.
  • Suppressor - Awesome. Pair with a K4 security droid to essentially get an action-free free target lock and jam token on a green move.
  • Punishing One - not bad, but remember that you're paying nearly double the price of a heavy laser cannon. Of course, it works in the rear arc too, so you get what you pay for, but this is the single most expensive title out there and (unlike a Jumpmaster) you have an acceptable primary weapon to start with.
  • Mist Hunter - Awesome. Barrel Roll is very powerful on the Firespray, and worth it even if you never fire the tractor beam.
  • Ghost (Attack Shuttle) - since your squad can't contain an attack shuttle, does nothing.
  • Phantom - since your squad can't also contain the Ghost , does nothing.
  • Black One - needs an engine upgrade or expert handling to support it. Expert Handling would already let you get rid of locks, and countermeasures are available as a cheap option, being a large ship. Does have a useable effect, but probably not one worth buying.
  • Millenium Falcon (HotR) - The Firespray's dial is pretty awful. Adding a segnor's loop is nice. On the other hand, it's not a red move (so no outlaw tech focus), and you do have tail guns. Millenium Falcon is worth it on Rey (with Finn) because their abilities are all arc-locked - might be worth it on Kath Scarlet?
  • Shadow Caster - no mobile arc, so does nothing.
  • Merchant One - potentially awesome. Scum crew are awesome, so an extra crew slot is good. Team upgrades mostly need energy so don't do anything but sensor team lets you target lock out to range 5 with no downside. It is a point more than ST-321 , though, so you'd need to get most of your mileage out of the second crew slot.
  • Broken Horn - no means to generate a reinforce token, so does nothing.
  • Insatiable Worrt - no recover action, so does nothing.
  • Havoc - is a system and salvaged astromech worth losing your crew slot for? Not sure. Virago is probably better. But it's definitely worth a look. Access to R4-E11 and Genius on a firespray shouldn't be ignored.
  • Enforcer - no bullseye arc, so does nothing.
  • Ghost (Sheathipede) - since your squad can't contain a sheathipede, does nothing.
  • Phantom II - since your squad can't also contain the Ghost , does nothing.
  • First Order Vanguard - not bad. Two arcs of fire means getting only one ship in arc is harder but it's a token and action-free reroll and a one use get-out-of-death-free defensive reroll, which is very nice if popped at the same time as countermeasures.

I missed Epic titles. It would have to be non-epic, too, probably. BUt most of them do nothing in standard play anyway, and the ones that don't are mostly pretty OK. P1 you probably wouldn't take because OUtrider does much the same for the same price - and covers more area.

And honestly, I can't think of many things a unique title would do that WOULD be OP on an overpriced and underpowered frame like this, purely because... well, they'd be unique, and expensive, and fix titles tend not to be unique, and the two point-and-mod-slot tax to take them should be more than enough to balance any major power gains.

I spent quite a lot of time thinking about potential Firespray fixes, because I like the ship but I've never managed to make it work. It doesn't need much.

On 3/7/2018 at 12:29 AM, thespaceinvader said:

Unique titles only so no ailerons or x7 or sf or arc titles. And scum can't take attack shuttles or sheathipede so no ghost. Not that the phantom 1 does anything given that lack of turret slot.

Best options would be punishing 1, mist hunter, outrider, maybe tfa falcon.

You are not thinking creatively enough, you take 2 firesprays, one with the Ghost and one with the Phantom title and dock one to the other :) Not saying it's good, just that it's fun.

9 minutes ago, mcgreag said:

You are not thinking creatively enough, you take 2 firesprays, one with the Ghost and one with the Phantom title and dock one to the other :) Not saying it's good, just that it's fun.

Phantom requires the ship to be an attack shuttle

On 07/03/2018 at 11:15 PM, Magnus Grendel said:

Punishing One is good but expensive for a ship without a turret, and Outrider is always good but costs you the ability to fire a much better primary weapon than the YT-2400 has.

Havoc might be worth a thought, too. Swap a crew slot for Astromech and System. Of course, it costs you your crew slot, and scum crew are very powerful.

The full list:

  • Millenium Falcon (Original) - already has evade, so does nothing
  • Slave 1 - already available
  • Moldy Crow - actually very good; with decent primary weapons and agility extra focus tokens were always good on a firespray.
  • ST-321 - Long Range Scanners without the downside. Expensive but very nice on a lower PS missile-boat. On the other hand, Slave 1 lets you take Long Range Scanners and extra munitions, so probably not worth the cost.
  • Bright Hope - has no means to use energy or generate reinforce tokens, so does nothing.
  • Dutyfree - no jam action, so does nothing.
  • Quantum Storm - means the ship actually has an energy token. Theoretically this lets you put a targeting co-ordinator as the crew. That is 8 points to generate a free target lock every turn which you can pass to another friendly. Worth it? Maybe? Depends if the Energy: header means you can only do it at a step that doesn't exist for a non-huge ship.
  • Dodonna's Pride - no co-ordinate action, so does nothing
  • Tantive IV - no 'fore section', so does nothing.
  • Jaina's Light - Near enough Leebo's pilot ability. Could be worse for 2 points, especially paired with Determination.
  • Outrider - pack a heavy laser cannon and you've got Dash. For more points. On a worse chassis. Whilst giving up a better gun. It's not an awful ability, but there are better. Autoblaster Boba Fett could be pretty brutal if well-handled.
  • Dauntless - Between Expertise and K4 security Droid you can get full modifications when bumped. It's not a bad ability, but unless you have a critical ability which is action dependent, I'm not sure this is that great, especially since you can take Unkar Plutt for free if it bothers you that badly.
  • Virago - A Systems slot and a second illicit slot? For 1 point? Awesome. Yoink!
  • Andrasta - already available
  • Assailer - no means to generate a reinforce token, so does nothing.
  • Impetuous - At 3 points it's the same price as Virago /Fire Control System and does pretty much the same thing, but not as reliably, so pass. A nice complement to scavenger crane, I guess.
  • Instigator - no recover action, so does nothing
  • Hound's Tooth - does exactly the same thing as it does for the YV-666. However, a Boba Fett Nashta Pup is actually pretty darn skippy; PS8 (or more) with rerolls at range 1 of the enemy.
  • Requiem - can't deploy ships without the mutually exclusive Hound's Tooth, so does nothing.
  • Vector - can't deploy ships without the mutually exclusive Hound's Tooth, so does nothing.
  • Suppressor - Awesome. Pair with a K4 security droid to essentially get an action-free free target lock and jam token on a green move.
  • Punishing One - not bad, but remember that you're paying nearly double the price of a heavy laser cannon. Of course, it works in the rear arc too, so you get what you pay for, but this is the single most expensive title out there and (unlike a Jumpmaster) you have an acceptable primary weapon to start with.
  • Mist Hunter - Awesome. Barrel Roll is very powerful on the Firespray, and worth it even if you never fire the tractor beam.
  • Ghost (Attack Shuttle) - since your squad can't contain an attack shuttle, does nothing.
  • Phantom - since your squad can't also contain the Ghost , does nothing.
  • Black One - needs an engine upgrade or expert handling to support it. Expert Handling would already let you get rid of locks, and countermeasures are available as a cheap option, being a large ship. Does have a useable effect, but probably not one worth buying.
  • Millenium Falcon (HotR) - The Firespray's dial is pretty awful. Adding a segnor's loop is nice. On the other hand, it's not a red move (so no outlaw tech focus), and you do have tail guns. Millenium Falcon is worth it on Rey (with Finn) because their abilities are all arc-locked - might be worth it on Kath Scarlet?
  • Shadow Caster - no mobile arc, so does nothing.
  • Merchant One - potentially awesome. Scum crew are awesome, so an extra crew slot is good. Team upgrades mostly need energy so don't do anything but sensor team lets you target lock out to range 5 with no downside. It is a point more than ST-321 , though, so you'd need to get most of your mileage out of the second crew slot.
  • Broken Horn - no means to generate a reinforce token, so does nothing.
  • Insatiable Worrt - no recover action, so does nothing.
  • Havoc - is a system and salvaged astromech worth losing your crew slot for? Not sure. Virago is probably better. But it's definitely worth a look. Access to R4-E11 and Genius on a firespray shouldn't be ignored.
  • Enforcer - no bullseye arc, so does nothing.
  • Ghost (Sheathipede) - since your squad can't contain a sheathipede, does nothing.
  • Phantom II - since your squad can't also contain the Ghost , does nothing.
  • First Order Vanguard - not bad. Two arcs of fire means getting only one ship in arc is harder but it's a token and action-free reroll and a one use get-out-of-death-free defensive reroll, which is very nice if popped at the same time as countermeasures.

Brilliance on the effort there, sir.

About the only point I can even slightly fault you on is that a fat Kath Scarlett with punishing one would be... Well, not sure about good, but sure as heck worth trying at least once! ;)

Playing against brobots tonight reminded me how wave 6 was both a moment of joy followed by a moment of disappointment in terms of the firespray.

Joy seeing much better pilots, some cool crew, and the new illicit slot. Disappointment realizing the new aggressor was basically the better ship at the same cost.

Then FFG had the nerve to release another large base ship at the same cost (lancer) that also is superior to the firespray.

3 hours ago, CMDR Ytterium said:

Phantom requires the ship to be an attack shuttle

Not under our ridiculous plan. Not sure what you would coordinate to though, not much room in that list.

8 minutes ago, Npmartian said:

Not under our ridiculous plan. Not sure what you would coordinate to though, not much room in that list.

Gen Red - getting his token-mirroring TL after everyone has built their stacks... just not sure how many points he'd have for weaponry... perhaps he could just be a mindlink focus factory for the Fireghost.

6 hours ago, mcgreag said:

You are not thinking creatively enough, you take 2 firesprays, one with the Ghost and one with the Phantom title and dock one to the other :) Not saying it's good, just that it's fun.

Phantom has no cost and can only be equipped by equipping ghost which tells yountoequip it to a shuttle/sheathipede.

And the mod is unique so you can't put it on the other firespray too.

And it would be mostly pointless even if you could as the combo gains you almost nothing as you have no turret slot and given the cost of the ships, likely no allies to coordinate.

Ive thought about this ;)

Relentless (ept, imperial only, Firespray only) 1 pt unique

at setup, place Hunted condition on one enemy ship.

When attacking a ship with the Hunted condition you may change any focus results to hits.

Hunted condition unique

you may not spend evade tokens when being attacked by a ship equipped with Relentless.

Imperial Contract (modification) unique

firespray only 0 pts

add EPT if not already present on upgrade bar

add illicit if not already on upgrade bar

you May add one additional modification

On 3/6/2018 at 6:29 PM, thespaceinvader said:

Unique titles only so no ailerons or x7 or sf or arc titles. And scum can't take attack shuttles or sheathipede so no ghost. Not that the phantom 1 does anything given that lack of turret slot.

Best options would be punishing 1, mist hunter, outrider, maybe tfa falcon.

um Virago? adding system and elicit might be broken as ****

On ‎03‎/‎03‎/‎2018 at 6:13 PM, Herowannabe said:

there’s a reason they have never given cloaking to a large based ship. Imagine the decloaking possibilities.... :blink:

Without advancing cloaking device, cloaking is just a funny commodity, used most commonly only for the first crossfire or when totally bailing out. Plus it may break after just one round of use.

Cloaking = No fire + 1 less action

16 minutes ago, Vontoothskie said:

um Virago? adding system and elicit might be broken as ****

Actually that sounds fairly sane to me. Firespray is already expensive, adding more upgrade slots without a discount isn’t breaking anything

1 hour ago, Vontoothskie said:

um Virago? adding system and elicit might be broken as ****

For 3 points. It's not too bad.

On 3/4/2018 at 1:43 AM, thespaceinvader said:

Stolen Transponder Codes. Modification, 2 points. You may ignore restrictions on unique Title upgrade cards.

Titles are special upgrades that do not appear in any ship's upgrade bar. Titles are ship-type only. Each ship is limited to one title.

If we got rid of BOTH restrictions, this would mean that the Firespray can equip multiple titles, amirite ? Not just 1 title, amirite? It's like a Vaksai for titles?

40 minutes ago, spacelion said:

Titles are special upgrades that do not appear in any ship's upgrade bar. Titles are ship-type only. Each ship is limited to one title.

If we got rid of BOTH restrictions, this would mean that the Firespray can equip multiple titles, amirite ? Not just 1 title, amirite? It's like a Vaksai for titles?

No. The 'one title only' restriction is not on the title card itself, so it's not ignored.