So Afterburners are now 4 points at Init 0-3, and 5 points at Init 4.
Anyone have any ideas on fun ways to use them, ships to add Burners to, where you couldn't before? Maybe just someone who seemed a little too expensive for what you got?
A few thoughts of mine:
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Rebels
- I can't think of any interesting breakpoints or pilots who won out.
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Imperials
- Seems sweet on a Striker. 35 for I1s, 37 for I3s. ZOOMZOOM. Plenty of room for Bombs or Talents.
- 40 points for an Afterburners Tempest /x1 seems... probably worse than Passive Sensors or FCS.
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Scum
- Init 2 Starvipers can now equip Afterburners. Now that would be a heck of a lot of fun.
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Quinn Jast can zip about a lot more easily now, and that's kinda nifty.
- Afterburners Quinn was a silly but cool jank ship, and he still is, but he's way cooler now.
- With his new Mod slot, Kad Solus might like to equip them. Elusive Kad was an old favorite of mine, and now he gains two things. He can boost after a 4K, and he can use Burners to Boost on the approach, so he doesn't have to stress to Boost + Focus, and he'd be free to actually pull a red move the next round.
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Resistance
- Optics + Burners on a Blue T-70 comes in nicely at 50. Heroic + Burners on a Red T-70 is 48 points, which gives a bit of wiggle room to a squad.
- Afterburners on a Fireball? I can't really see it being great, but dang would it be sweet.
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First Order
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Gunner SFs might find them fun. Zetas can get Burners + Optics or Pattern Analyzer; Omegas can get Burners + Fanatical or Crack Shot.
- Gunner could always be Missile + Passive Sensors, but they seem like they'd care less about free boosts. 5x Passives + Ion Missile + Afterburners fits, since the Zeta with that kit comes in at 40...
- Afterburners were a good upgrade on Quickdraw, though, so he takes a bit of a pop on the nose with the 7 point pricing at I6.
- Provocateur TIE/ba can have a lot of maneuver tricks now, if folks want that. Not sure it's worth it, because one strength of the 41 point FOP is that it was kind of a sneaky-good offense-for-points ship, and adding Afterburners messes that up.
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Gunner SFs might find them fun. Zetas can get Burners + Optics or Pattern Analyzer; Omegas can get Burners + Fanatical or Crack Shot.
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Republic
- Afterburners were always fun on 7B Jedi (a bit overkill, but nice), and while there's no new breakpoints met, there's a few more options for them now.
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Separatist
- Best I can think of would be on Belbullabs. I don't think Feethan Ottraw Autopilots gain much, but being able to boost without stressing seems nice, given the poor blues. Probably not better than Impervium on a Soulless One, however. They just don't really have small-base fighters where it seems worth it, mostly.