Afterburners: Where are you using them?

By PhantomFO, in X-Wing

At 8 points, they're the most expensive modification in 2nd edition. They're also tightly restricted, requiring a small base ship with an open Modification slot. That restriction locks it out from a number of ships that would otherwise love it, like the Skurrg, Fang, Defender and A-Wing.

The fact that they allow a boost after a red maneuver means that they will probably be strongest on ships with K-turns, Sloops and Tallon Rolls in the 3-speed range.

TIE Interceptors seem like they would love it, but I can't bring myself to put an 8-point upgrade on a ship with only 3 hull to begin with. The Advanced is really the only Imperial chassis durable enough to justify it, since the one thing Vader really needs is a Boost.

The E-Wing probably has the most potential here, thanks to their ability to combine Afterburners with Chopper and Elusive. This lets them spend charges from Afterburners and Elusive to regain shield charges for an action, then spend shield charges to regain additional charges in Afterburners. Combine that with a generous array of maneuvers in the speed 3-5 range that can benefit from a free Boost action, a variety of fast and slow red maneuvers for restoring Elusive charges, and a tough statline, and you can probably get a decent amount of mileage from this combo on a simple Rogue Squadron Escort for 76 points. For 3 more points, you can add an FCS, and another 11 points buys you an upgrade to Corran Horn.

The X-Wing can also pull off the above combo, but the lack of red hard 1s, plus lower agility and shield values, makes it a little riskier.

I wonder if there is a place for afterburners on a gunboat (as it can be used before or after SLAM maneuver). It still sounds expensive though.

Full disclaimer, I am aware that Soontir Fel is probably best naked with a bid.

But I like this:

Soontir Fel — TIE Interceptor 52

Elusive 3

Afterburners 8

Ship Total: 63

I find elusive to be a very valuable ept for his survivability. It's almost like a rechargeable stealth device, since rerolling a blank is tantamount to rolling an extra die. But to recharge it, you need a stress-free turn so you can execute a red maneuver. At the same time, an interceptor lives and dies by repositioning. Aftrrburners lets you nab that boost and still focus/evade/barrel roll without stressing yourself, leaving your dial completely open.

Tried them a few times. They're now relegated to not being used at all, at least at 8 points.

Edited by Slugrage

i have yet to even attempt to use them.

At 8pts, thats a pricy upgrade. With only 2 uses its pretty much limited to extreme edge-case scenarios since you cant just rely on it to be your main gimick.

Plus the way its worded you can spend the token, fail the action, and not get the token back. You spend THEN you may boost or roll.

Not a fan of it. With the exception of a long kturn to make it not a R3 attack, i dont even want it either.

I agree that it is better on a advance x1 than a interceptor, I also think it is better on high init . tried it a couple of times on vador, used it only 1 time, so I thought it was very expensive for something that situational. BUT, the results, was a perfect range one shot after a "3hardkturn I don't remember the name" with 3 force for mod and dodging all (2 arcs) ! This kind of tricks is so rewarding it reminds me how cool is the game.

I admit , into the Imperial faction I am not sure if it is viable on something other than vader and marek Steele, and just for the fun, I may try it on Thur phenrir as is ability (boost after shot even stressed) is so good if you have reposition options.

Tested Wedge with afterburners and adv.proton torpedo today. Thanks to it Wedge running out of trouble on 1h managed to boost into R1 from Redline's side, who didn't expect that and fire the torp. Thx to TL it turned to be 4hits1crit, which was direct. 6 dmg before Wedge was gone.

Without afterburners I wouldn't be able to do that.

It’s a fun upgrade on someone like Wedge or Luke, but it’s definitely on the expensive side even for them.

Ive used it on Wedge in particular to good effect, but generally I think there are better ways to spend 8 points.

Use it in B-Wings. Have Braylen give a surprise R1 attack.

Unless I can put it on a Fang, I'm currently (and sadly) not intersted.

Only have one copy from the core set, so it's not even useful for leveling a table.

Norra

8 hours ago, Frostthorn said:

Unless I can put it on a Fang, I'm currently (and sadly) not intersted.

In fairness, both 3-threat quick builds for the Fang do just that. Fenn with Daredevil and Afterburners is one slippery little so-and-so. Obviously, using both after a talon roll leaves him double-stressed, but the net effect is a 90' turn on the spot, which is kind of terrifying in a knife fight with someone as scary up close as Skull Leader.

I'm not. I've yet to find a build I think it's worthwhile on.

I've used it in ALL my games (10 games) with Guri at least once. Most games I use both charges

I've yet to use it so this is in theory, will try it the coming weeks though.

I see it as most useful on ships with a red 3+ speed manouver they want to use. Starvipers with S-loops comes to mind, I use them all the time (same as the new E-wing I guess). Combined with Elusive for maximum effect. Guri will be my primary candidate as she already builds expensively.

The other use I see is for pilots who desperately want to get into range 1 but lack boost. Hello Kihraxz and Talonbane Cobra! 58pts with Afterburners, but now sadly at I5.

11 hours ago, PhantomFO said:

The E-Wing probably has the most potential here, thanks to their ability to combine Afterburners with Chopper and Elusive. This lets them spend charges from Afterburners and Elusive to regain shield charges for an action, then spend shield charges to regain additional charges in Afterburners. Combine that with a generous array of maneuvers in the speed 3-5 range that can benefit from a free Boost action, a variety of fast and slow red maneuvers for restoring Elusive charges, and a tough statline, and you can probably get a decent amount of mileage from this combo on a simple Rogue Squadron Escort for 76 points. For 3 more points, you can add an FCS, and another 11 points buys you an upgrade to Corran Horn.

At 99 Points with Elusive, Proton Torps, Chopper, FCS, and Afterburners, Corran can Regen 5 shields and as many more with the Elusive recharge on red maneuver.. WOW!! You could shave a few points off and drop the torps if you wanted, but with the ability to either throw 4 red dice or regen a shield with them I think they should stay. This build could effectively keep you from ever giving up half points on Corran...

2 hours ago, JReim said:

At 99 Points with Elusive, Proton Torps, Chopper, FCS, and Afterburners, Corran can Regen 5 shields and as many more with the Elusive recharge on red maneuver.. WOW!! You could shave a few points off and drop the torps if you wanted, but with the ability to either throw 4 red dice or regen a shield with them I think they should stay. This build could effectively keep you from ever giving up half points on Corran...

I had a similar idea, but using AS instead of FCS. That way you can do an action before performing a red maneuver to recharge elusive. You could even regen before the maneuver. FCS is also very good, but I really like AS.

I've got a list with Talonbane and Graz that both have afterburners.

4 hours ago, JReim said:

At 99 Points with Elusive, Proton Torps, Chopper, FCS, and Afterburners, Corran can Regen 5 shields and as many more with the Elusive recharge on red maneuver.. WOW!! You could shave a few points off and drop the torps if you wanted, but with the ability to either throw 4 red dice or regen a shield with them I think they should stay. This build could effectively keep you from ever giving up half points on Corran...

what else will fit in a list with Chubby Corran?

With its limited use, it fits very well on ships with high PS in order to give them added options and hopefully blow up the enemy before it can fire back. Wedge fits the bill nicely on that level, boosting in range 1 and keeping another action for maximum damage.

Fenn (scum) would be a nice candidate if a modification slot was available. I actually think that Fenn is the reason "why" the fang has no modification slot.

12 minutes ago, buckero0 said:

what else will fit in a list with Chubby Corran?

...any non-large base Rebel ship? And some large ships are options if you don’t mind leaving them with fewer mods.

But you could put two x-wings with torps, two y’s with turrets and some other upgrades, two Auzi’s, two b’s with some upgrades, three a-wings, four z-95’s...

There are loads of options. If you wanna optimize Corran’s effectiveness, Fenn with Swarm tactics gives you the capability to reposition and shoot at i6, with room for another ship. Or Roark can let you shoot at i7.

I like them on Guri. Had Vader Outmaneuvered on Turn 2 last night, from the opposite corner. My opponent was *really* not expecting that. Vader was...displeased.

I think they are best suited to already-expensive aces - something either tough enough or natively squirrely enough to live long enough to justify the points. That said, I am tempted to proxy a couple extras onto a triple 'Viper Assassin list and see what happens.

And yeah, so very glad they are not available to Defenders or Fenn.

On Quinn jast with a crackshot ion cannon/hlc.

57 minutes ago, Kleeg005 said:

I like them on Guri. Had Vader Outmaneuvered on Turn 2 last night, from the opposite corner. My opponent was *really* not expecting that. Vader was...displeased.

I think they are best suited to already-expensive aces - something either tough enough or natively squirrely enough to live long enough to justify the points. That said, I am tempted to proxy a couple extras onto a triple 'Viper Assassin list and see what happens.

And yeah, so very glad they are not available to Defenders or Fenn.

I feel like the Virago title has this covered to an extent for cheaper.