The Crit Squad

By swampthing2, in X-Wing

Was just fooling around and wondering if anyone had tried/considered running a squad based all around crits

here's a couple.

ideas?

Kath + marksmanship + Rebel captive + seismic

Sabre + Marksmanship + Stealth

Sabre + Marksmanship + Stealth

Kath + Marksmanship + Rebel captive + Proton Bomb

Vader + Marksmanship + stealth

Winged Gundark

I know they are not great but might be interesting/fun

Obviously I would not use Marksmanship every time

Also I tried to make Kath the most interesting target to play on the Rebel Captive

those sabers are very hurt by not being able to even take a focus on their def rolls, when they are used to evade + focus stacking. id stay away from tie fighters/interceptors using marksman. stick it on bombers/advance/big ships

the intention with the interceptors was to ignore the fact they have marksmanship the majority of the time, certainly early game and actually push kath out front to begin with.

I know its against the grain but enjoy looking for unusual possibilities thay may just work if flown properly

An imperial crit list? Interesting. Marek would be better than Vader in this case since he fits the overall theme better, mercenary co-pilot, while not popular, would also fit the theme.

And proton sporting bombers.

In general I'd say Rebels make better crit based lists though due to easier access to increased crit range torpedoes, as when as lots of synergy ships to improve basic accuracy so that when a crit shows up it actually goes through.

I really wanted Maarek in there for flavour but thought that vader being able to take an evade aswell as marksmanship made him a less tempting Target.

How about something crazy like a support shuttle crit machine

Lambda + FCS + merc + merc + HLC

Maybe with

Kath + autoblaster + marksmanship + rebel captive + seismic

To strip some shields ready for the shuttle

All spitballing... thought it might have received more interest

:'(

im pretty sure ffg clarified that an ability (aka merc's ability) can only proc once per roll

Really? Disapointing.

I assumed once per merc as they are not unique

They're NOT unique, and so each Merc procs seperately per roll. A Shuttle with 2 mercs converts up to 2 attacks into crits each roll.

my bad, apparently there is quite a few combinations where double of the same crew member work

my bad, apparently there is quite a few combinations where double of the same crew member work

There are 4 meaningful Crew Doublings (to my knowledge. I really wish that 2x Saboteur + PTL could give you 2 Saboteur actions, but I do not think that is the case.).

  1. Doubled Intelligence Agents would let you look at 2 dials
  2. Doubled Mercenary Co-Pilots converts 2 hits into crits at Range 3
  3. Doubled Recon Specialists would give you a total of 3 focuses
  4. Doubled Flight Instructors would let you re-roll up to 2 dice (though not 1 die twice).

The only other doublable Crew are the Saboteur (2x of the same action doesn't work), the Weapons Engineer (the way its written, each would let you keep exactly 2 target-locks, so its redundant), and the Navigator (both of which let you change your mind an infinite number of times among their options, so redundant).

If you want to house-rule away the Uniqueness of crew members, Double Chewbacca, Double Darth Vader, and Double Rebel Captive would all also provide their benefits twice.

(Respectively: 2x Crit Cancel + Shield Regen at your discretion//-0 HP to deal 0 crits, -2 HP to deal 1 crit, or -4 HP to deal 2 crits at your discretion// and The First ship to shoot at you each turn receives 2 Stress Tokens [which would then take 2 green maneuvers to fully clear])

Crits are overrated ;)

For pure crits, I'd say the one of the best generators would be Vader with cluster missiles and marksmanship. Another good one is Kath with marksmanship and gunner (for the second roll) or mercanary co-pilot (R3 crits).

Also Jonus with a few proton torpedo bombers is also nice.