Sorry to anyone having flashbacks over the title.
Anyway, Phantoms look pretty good now. They kept their crew slot and not only did their basic cost go down, you now don't have to add on the 5 points for ACD and VI as you did in 1st edition. Also, the generics look usable and Imperial crew is pretty good. What are people's thoughts on loadouts? I'm thinking Juke is a pretty good fit given that you'll almost always want to retain your Evade token, and you're now freed from the requirement to run VI. The system slot could be either Collision Detector, which does work with your decloak action, or Advanced Sensors for even more flexibility but more cost.
Some sample loadouts:
Whisper (78 points)
- Juke
- Darth Vader
- Advanced Sensors
A bit pricey at 78 points but it leaves enough for a decent mini swarm or a couple of solid wingmen. Vader looks like a great fit here, stripping tokens to make Juke better or just pushing through damage.
Echo (64 points)
- Juke
- Informant
- Collision Detector
Informant is great for decloaking ships and Collision Detector opens up so many options. Trick Shot or Debris Gambit might also be a good fit for Echo, taking advantage of the ability to go almost anywhere you want. This build also looks pretty good on the generics, coming in at a pretty cheap 60 points or 55 without the unique Informant.
Either of these builds could also benefit from Shield or Hull upgrades. You get a bit of a discount on them because your base Agility is 2 but you will sometimes be up at 4 when you're going fully defensive.
I'm looking forward to putting Phantoms on the table and not needing to worry about loising half my list when I'm PS-killed (IN-killed?). I think just not having so many points invested in one ship will probably make them viable and they work quite well as a not-too-expensive ace or tricky generic, slotting nicely into a lot of different lists.