In this ‘built’ series of articles I will take a specific ship and build out every pilot. I will try to take into account the ship itself, any pilot abilities and the lists they would form a part of.
The articles I do in this series are picked by my Patrons! I put a poll up with a list of ships to choose from and I’ll run with whatever the winner is. This time the Rebel YT-1300 won out. If you’d like to get involved you can find my Patreon here.
As always this is just my opinion, if you have other suggestions feel free to leave them in the comments below. Some pilots will be just fine on their own, I won’t add upgrades just for the sake of it. I’ll go through the pilots in ascending initiative order.
Outer Rim Smuggler
Lets be honest, no one flies the Outer Rim Smuggler (*ORS). Generally an I1 large ship is not what you’re looking for when you choose the YT-1300. With that in mind I’ve tried to make it useful for the rest of your squad by adding Tactical Scrambler. This effectively makes the ORS another obstacle when it comes to shots being fired by the opponent. If you have a higher value target in your squad (maybe Wedge or Luke with torps) then the extra green die on incoming shots could be really useful.
However, it may have the unintended effect of making the ORS a priority target due to the ship’s single agility and it’s now annoying ability. As you’re trying to get in the way and bump ships then adding ‘Zeb’ crew could be a good call. He lets you fire at enemies that are at range zero, the caveat being that they can shoot you too. Again though, if they’re shooting at the ORS then they’re not shooting at your other ships.
I’ve actually convinced myself that this is worth trying but I’m getting next to zero play time at the moment so if someone can try it and let me know if I’m barking up the wrong tree I’d appreciate it!
The mighty Chewbacca! Much like the ORS you don’t see a lot of Chewie which is unfortunate as I’m a big fan of seeing the OT characters on the table. The first big thing he has in his favour over the I1 pilot is that he’s I4, which is a big jump. The second is his ability, which for once a round negates a crit and changes it to a hit. For a ship that has a lot of hull and a single agility it’s a great ability as it can end up taking a lot of crits.
To add to Chewie’s tankiness I thought old Golden Rod would be a good addition. Instead of trying to explain his ability my own way I thought I’d just paste it below.
Before rolling defense dice, you may spend 1 calculate token to guess aloud a number 1 or higher. If you do and you roll exactly that many results, add 1 result.
After you perform the action, gain 1 calculate token.
Now, this Threepio isn’t as strong as he was in First Edition as you can’t guess zero! So the chances of his ability kicking in are lower but even so, you’re still giving yourself a chance to double your evade results and you still get a calculate even if you whiff on the die roll.
Leia is the newest addition to the 1300 ranks, coming in the Hotshots and Aces card pack. At the time of writing she is one point less than Lando but the same initiative at I5. This leads to comparisons between the two.
A big plus for Leia is her force charge. If she gets blocked she still has a mod which is always great. Her ability is also pretty good; if she or a friendly ship fully executes a red maneuver then she can spend her force charge to grab a focus token or recharge a force charge. It’s essentially a reworked version of her crew ability; instead of lowering the difficulty of all friendly maneuvers so they can pull red maneuvers and still take actions she picks a single friendly ship that has made a red manuever and gives them a focus token or force charge. I’m sure there are cases where recharging a force charge is great but most of the time you’re gonna take the focus.
When it comes to upgrades I don’t really feel Leia needs any! I’ve picked out Agile Gunner as it’s cheap and gives her some flexibility so she can still take a different action each round other than worrying about which way her firing arc is facing.
Lando is great, simples. Not only can he give friendly ships extra actions if he wants, his ability also includes himself so he can take two actions a turn!
You want a focus and a lock for a double modded attack? Go for it!
You want a friendly ship to turtle up and take a focus and evade? Nice there you go!
Nien Nunb is a fantastic crew addition for Lando as it gives him more blue maneuvers which are the condition for his ability, six to be precise. Nien’s cost of five points is absolutely worth it.
If you’d like to lean into this more then K-2S0 crew could be a good call too. K can pass out a calculate token to a friendly ship (including the ship he’s on) in the system phase. The downside to this is that whoever gets that calculate also gets a stress token, but that can be mitigated easily by planning blue maneuvers. If used to it’s fullest, Lando could head into the engagement phase with a focus and lock for offense and a calculate which fits very nicely with the single green die he’s rolling.
I’ve got two Han builds here depending on what price point you’re aiming for. The first Han is very light on upgrades but has seen a decent amount of play recently. Kanan is mainly there for the force charge but his ability can come in handy for keeping Han’s dial open. Trick Shot suits Han very well as he always wants to be close to obstacles, giving the talent more chances to come into play and getting that extra red die.
The second is what us guys that have played this game for a long time would call a ‘Fat Han’. Aside from Kanan and Trick Shot, the combo of Artoo, Shield Upgrade, Stealth Device and the Falcon title really bumped up Han’s survivability. Hotshot Gunner is there to token strip, it forces the opponent to spend a focus or calculate they have otherwise it will be taken from them. This build really is all singing and all dancing but if played right can last the whole game whilst dishing out a lot of damage.
With Han just remember that his reroll ability does not count as a normal reroll. A good example of this being that if you have a lock you can fire, use his ability to reroll all the red dice and then still use the lock to reroll any unfavourable results.
That’s every Rebel YT-1300 built. Let me know if you agree or not and share your builds in the comments.
Until next time!