I've really liked YV-666 in 1ed. I've used it with Bossk, Moralo and Slaver in many variants (mostly party bus plus other upgrades), even as a blocker. 2 edition has arrived and my favourite ship (at least visual-wise) got changed a bit, or should I say, option he can choose from got changed. The party-bus variant for the time being is dead, cannons switched their role (or were nerfed), missiles are not sexy anymore for Bossk (his ability works only on Primary weapon now plus missiles are more utility based, not purely giving more firepower, at least not for YV-666 and of course no more Guidance Chips). Moralo has a different ability. To sum up for YV-666 I've witnessed a dramatic overhaul. From one side I wasn't happy, but on the other hand it means uncharted territory for exploration!!!
I've thought about Moralo. To be honest I don't have any idea how to field him. His ability is very nice, his PS is OK, but I don't see any upgrades that could really up his game. For Bossk I feel almost the same, bar Marksmanship which synergise with th eability, but it is hard to catch a target in bullseye in order to fully capitalize. Both problems are coming from a change in Crew slot for Scum. We no longer have ways to provide rerolls/free locks. Crew focuses on different things now. YV-666 has 3 slots, so is highly dependent on what options we have down there.
Taking all this into account, I've started browsing through crew options. I've found two choices which I have never used (I even didn't own them) in 1ed. Jabba and Cikatro Vizago. I thing these two can go along nicely on YV-666. To leverege them the list needs to have viable illicits to recharge / switch around. For this build pilot of YV-666 is not a top priority, so for time being I will use Slaver as the cheapest option. The rest needs ships with Illicits that they can use. My first choice is a pair of Khiraxes, but I'm thinking of useing a mix of Quadjumpers. HWK's or even Dengar in JumpMaster
My first take:
Trandoshan Slaver (58)
Jabba the Hutt (8)
Cikatro Vizago (2)
Contraband Cybernetics (5)
Talonbane Cobra (50)
Predator (2)
Contraband Cybernetics (5)
Afterburners (8)
Graz (47)
Outmaneuver (6)
Cloaking Device (5)
Total: 196
The idea is to use cybernetics quite aggressively and often, then either recharge with Jabba or cycle "active" one between ships. On Slaver there is even an option to castle a bit or get away from the harms way using red manuevers and action. Cloaking device gives Graz an option to utilize his ability better and of course it can be used situationally by Talonbane or even (due to the FAQ) by the Slaver
. It looks quite versatile to me. What You think about such approach to fielding YV-666?
Here is the take with Dengar and Quadjumper:
Trandoshan Slaver (58)
Jabba the Hutt (8)
Cikatro Vizago (2)
Contraband Cybernetics (5)
Dengar (64)
Expert Handling (6)
Contraband Cybernetics (5)
Punishing One (8)
R5-P8 (4)
Jakku Gunrunner (28)
Seismic Charges (3)
Cloaking Device (5)
Total: 196
Edited by BoskiChe