Shadowcaster Fun

By j_man_04, in X-Wing Squad Lists

Trying to do something fun with my favorite 1.0 scum ship, the Shadowcaster. I’ve got a decent Asajj/4-LOM/Lando list that was successful early on in 2.0, but looking something on the janky side. This an expensive build but I like the idea of throwing out ions and tractors everywhere I can. Also have never put Unkar on the table so why not.

Asajj Ventress (72)
Foresight (4)
Maul (12)
Shield Upgrade (6)
Shadow Caster (1)

Hired Gun (32)
Ion Cannon Turret (5)

Hired Gun (32)
Ion Cannon Turret (5)

Unkar Plutt (30)
Total: 199

View in Yet Another Squad Builder 2.0

Edited by kempokid

Another Shadowcaster idea for Sabine for a survivability approach:

(61) Sabine Wren [Lancer-class Pursuit Craft]
(12) Maul
(6) Shield Upgrade
(2) Predator
(1) Shadow Caster
Points: 82

(48) Black Sun Assassin [StarViper-class Attack Platform]
(10) Advanced Sensors
(1) Crack Shot
Points: 59

(48) Black Sun Assassin [StarViper-class Attack Platform]
(10) Advanced Sensors
(1) Crack Shot
Points: 59

Total points: 200

I've repeatedly thought about putting Assaj and 2 Outmanoeuvre BSAs on the table but keep being held back by the fear of squishyness and opposing arc dodgyness.

Equally, I keep wanting to try a tanky Sabine, but the one time I did, my boy just shut her down and blew her up. The 2 Spacers and 2 Recruits I ran her with did get the job done while she burned....

Seems a fun, if difficult list though.

Might struggle to put damage in with the Assaj list, but the control potential there is real . Unkar is a blast, his ability is kinda monstrous, if he lives long enough.

Asajj doesn't really need Maul. Ketsu crew could be useful to keep the debuff on a ship hit by Asajj.

Contraband cybernetics would help with keeping modded time on target.

With those changes you can give Unkar Plutt Pattern Analyzer, or Proton Bombs, or Contraband cybernetics + Seismic charges.

9 hours ago, Cerebrawl said:

Asajj doesn't really need Maul. Ketsu crew could be useful to keep the debuff on a ship hit by Asajj.

Contraband cybernetics would help with keeping modded time on target.

With those changes you can give Unkar Plutt Pattern Analyzer, or Proton Bombs, or Contraband cybernetics + Seismic charges.

I started out with Ketsu but made the choice for Maul given that I’ll still want to use Asajj’s ability from time to time and foresight requires force as well. So having a third force plus recovery is helpful. CC could be helpful though with Maul so I could sub the shield for a hull upgrade and fit on.

1 hour ago, kempokid said:

I started out with Ketsu but made the choice for Maul given that I’ll still want to use Asajj’s ability from time to time and foresight requires force as well. So having a third force plus recovery is helpful. CC could be helpful though with Maul so I could sub the shield for a hull upgrade and fit on.

Don't know how wedded you are to Foresight but 0-0-0 and Hate work beautifully with Assaj. I pretty much staple CC on there either way, the evade/lock and force combo is so strong, you never want it switched off by that equally wonderful 5k.

I also put Baffle on there, because SURPRISE MF'ER!

Also a bonus force recharge with Hate.

91pt with title, all in.

Edited by Cuz05