Underused upgrade: Weapons Engineer

By Punning Pundit, in X-Wing

I run WE on both ships when I fly my twin YV-666 list; it's grand for not giving away exactly who you might be going after with two big 'ol arcs.

I guess you could also use WE with Baze to have both his shots modified.

11 hours ago, Herowannabe said:

I have a Weapons Engineer glued to my Impetuous Raider for epic games. You just can’t beat that.

Really, to sum up / repeat what everyone else has said, Weapons Engineer by itself just isn’t very good. There are better crew options for less points. However, when you combo Weapons Engineer with the right cards, then it really starts to shine. :)

11 hours ago, SwordOwaR said:

Weapons Engineer and Han Solo are forever present on my CR90.

^This

Weapons engineer is one of those upgrades that really finds a home in Epic where it really does compete with other 3 point options as one of the best crew slots for epic ships. Epic ships have multiple arcs with differing range bands and very few attack modifying options so weapons engineer is pretty handy. When you start talking ordnance tubes its pretty much absolutely necessary.

Also reminds me of Bodhi Rook. Not great in 100 point matches per se, but borderline broken in Epic. He basically renders sensor team obsolete for rebels.

weapons engineer is designed for latts Razzi, who came with it in the yv666 pack. 2 target locks is twice the ability triggers, which is an anti swarm thing.

swarms were still big when the yv666 came out, so being able to reduce 2 targets agility by 1 each was a brutal support ability. now that every ship is a tank that needs focused down it might become a thing again. but its good at what it does

I use it on jendon with title. In epic it's good bros

18 hours ago, thespaceinvader said:

Basically it's not used much because most ships can only shoot one target at a time and don't have any benefit for just having something locked.

This. The occasions where it sees use are invariably M9-G8 (passive bonus for locking a target) or Epic Ships (multiple shots, sometimes in non-overlapping arcs).

Essentially anyone who benefits from a lock 'passively' or spends it for a non-attack effect would like weapons engineer.

Lieutenant Colzet and Threat Tracker-equipped ships would love weapons engineers if they could equip them.

Colonel Jendon (Lambda) can give a TL to a friendly ship at range one. ST-321 lets you TL anywhere on the board. So you can use Jendon to TL for your GUNBOATS in the early game, and/or for Colonel Vessery ("COLONEL, MY COLONEL, squared", is the name I prefer for a Jendon/Vessery list ;) ).

Edited by NilsTillander
22 hours ago, thespaceinvader said:

Basically it's not used much because most ships can only shoot one target at a time and don't have any benefit for just having something locked.

Baze likes it.

Slight aside from the main discussion but I have a rules question concerning WE.

I played a game where I used Moff Jerjerrod to eject my Weapons Engineer out the air lock.
But then the question was do I get to keep the second TL? The card says WE allows you to "maintain" two target locks. I assume that means you have to give up one of the TLs if WE is "no longer with us"? Couldn't find any info on specifics. Can anyone confirm?

Edited by Scrivner
Edited because I don't proofread well.
27 minutes ago, Scrivner said:

Slight aside from the main discussion but I have a rules question concerning WE.

I played a game where I used Moff Jerjerrod to eject my Weapons Engineer out the air lock.
But then the question was do I get to keep the second TL? The card says WE allows you to "maintain" two target locks. I assume that means you have to give up one of the TLs if WE is "no longer with us"? Couldn't find any info on specifics. Can anyone confirm?

That's sounds right to me, once their gone you can only keep one target lock.

15 minutes ago, Scum4Life said:

That's sounds right to me, once their gone you can only keep one target lock.

I disagree. What mechanic makes you discard the second lock? Until you spend or acquire a new lock I don't see why the current state of having two locks becomes illegal when the WE is discarded.

53 minutes ago, Scrivner said:

Slight aside from the main discussion but I have a rules question concerning WE.

I played a game where I used Moff Jerjerrod to eject my Weapons Engineer out the air lock.
But then the question was do I get to keep the second TL? The card says WE allows you to "maintain" two target locks. I assume that means you have to give up one of the TLs if WE is "no longer with us"? Couldn't find any info on specifics. Can anyone confirm?

If losing R2D6 doesn't make you discard your EPT, I feel like losing your WE should not cause you to discard a TL.

7 minutes ago, Punning Pundit said:

If losing R2D6 doesn't make you discard your EPT, I feel like losing your WE should not cause you to discard a TL.

Is there a similar ruling on Cad Bane and/or Sabine or "Bomb Loadout" for Y-wings?

1 hour ago, Frimmel said:

I disagree. What mechanic makes you discard the second lock? Until you spend or acquire a new lock I don't see why the current state of having two locks becomes illegal when the WE is discarded.

The rules clearly state you may only maintain one target lock at a time, granted it does say target locks are not removed during cleanup.

Regarding R2D6, I suspect that ruling was due to players having paid for the EPT onto of R2D6, so it's rather unfair for them.

I looked through the recent FAQ, on if you can 'Chopper' upgrades like bomb loadout before you have used the bombs and not lose those bombs. But I couldn't.

Maintaining two locks is breaking the rules, which is allowed due to the card being equipped, once it is gone where is your justification for maintaining both locks.

I suppose something similar is Cloaking Device, being "Cikatro Vizago'd" into glitterstim. After a ship has taken the cloak action. However the there is no rule stating ships can't keep a cloak token regardless of how it was applied, so it's undisturbed those ships can keep their claok token without the cloaking device.

Using Boba Fett to discard a card that is referenced by another card means the other cards also cease to function.

E.g. Discard ghost title and you make the phantom titles meaningless. Or discard a score to settle and a score to play can't function.

Weapons engineers first line is, you may maintain two target locks, without the card you can't. Surely it's as straightforward as that.

WE just shows that when something seems expensive it just needs the right combo for those points to be worth it. I’m sure every upgrade has some build where it’s worth its points.

Except Expose. Appearantly.

45 minutes ago, GrimmyV said:

WE just shows that when something seems expensive it just needs the right combo for those points to be worth it. I’m sure every upgrade has some build where it’s worth its points.

Except Expose. Appearantly.

You put Expose and Opportunist in a GSP and annoy your friends with a 4 red die A-Wing

I'd never played Shara Bey without it, seriously! Nice combo there

9 hours ago, GrimmyV said:

WE just shows that when something seems expensive it just needs the right combo for those points to be worth it. I’m sure every upgrade has some build where it’s worth its points.

Except Expose. Appearantly.

If Imps had something like Dengar or Maul to give rerolls without needing actions or the ept slot, Expose RAC would probably be good.

If they had access to ezra/maul for instance.

1 hour ago, thespaceinvader said:

If Imps had something like Dengar or Maul to give rerolls without needing actions or the ept slot, Expose RAC would probably be good.

If they had access to ezra/maul for instance.

Expose RAC with Maul-zra would be legit and scary. But the best coordinate boost you can hope for is like PS 8? Still eating a Range 1 out of arc 5 dice fully modded attack with near guaranteed crits is not gonna be fun, you’ll probably wonder why you ever complained about TLT.

2 hours ago, GrimmyV said:

Expose RAC with Maul-zra would be legit and scary. But the best coordinate boost you can hope for is like PS 8? Still eating a Range 1 out of arc 5 dice fully modded attack with near guaranteed crits is not gonna be fun, you’ll probably wonder why you ever complained about TLT.

Who needs PS11 boost in that context? Just rely on murdering stuff.

2 hours ago, thespaceinvader said:

Who needs PS11 boost in that context? Just rely on murdering stuff.

I was thinking people wanted to turn RAC into a replacement ghost. But I think the concept of Mauler RAC is plenty OP as it is. Guess we have to wait for dark side Ezra during the next series.