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 Z-95 won out.
With all that out of the way I quickly realised when starting this particular article that I had kinda painted myself into a corner when I added Zeds (yes I’m saying zed, I’m English!) to the Patreon poll. Who knew that a lot of the time Zeds don’t really take upgrades?!?!?!?! Well I do….but I only thought about that once the ship was picked! After that bombshell I had to figure out how I was going to do this.
After about five minutes cursing myself I figured that I should lean into giving full lists that include each of the different pilots, not necessarily trying to put together janky builds for each pilot. I also figured that as the Zed is cross-faction I will split it into two parts. This first part being Rebel and the second part covering the Scum pilots.
As always this is just my opinion, if you have other suggestions feel free to leave them in the comments below. I’ll go through the pilots in ascending initiative order.
If you’d like to read the other ‘built’ articles I’ve written you can find them here.
The Binayre Pirate is an ideal candidate for Deadman’s Switch. I’ve seen a game played with two full squads of these guys and it was hilarious to watch. There must have been maybe three rounds of shooting before they all died due to multiple Deadman’s Switches going off each round. You’re making the choice of being here for a good time, not a long time and it’s a choice I can absolutely get behind.
I’ve added Drea in the Y-Wing into this list to give the Pirates some re-rolls when attacking; if they’re gonna kill each other (and hopefully take some the enemy with them) then you want them to give them as much opportunity as you can to get that damage in! I’ve given Drea Conner Nets as you don’t see them often and an ioned enemy ship would make it easier for the Zeds to turns around engage. The Dorsal Turret is there is widen Drea’s arc for her ability.
Black Sun Soldier
When we bump the swarm up to I3 with the Black Sun Soldiers we also get talent slots. Adding Serissu at I5 along with Swarm Tactics gives us two advantages. Firstly, all the ships in the squad will now fire at I5 which is seriously good. Secondly, Serissu’s ability means we have some re-rolls for defense. Both of these things rely on the swarm sticking together though which at some point could be a downside.
I’m still going for a swarm style list but by going up in initiative I have to lose one Zed. However, I’m adding Cluster Missiles which means lots of bonus attacks! With Serissu’s ability in place we can concentrate our actions on getting locks.
Jamming Beam is there because it’s zero points and you never know??
As a player that doesn’t fly Scum…..I actually have some experience with this little combo! The local TTS league has given me an opportunity to branch out. so I tried a Scum list, using Leeachos alongside Palob. I thought it was fun and not broken, unlike the Boba that I flew them with, but I’ll get round to talking about that soon.
The idea behind putting these two together is thus. At the start of the engagement phase Palob takes a green token (focus or evade) from an enemy ship in his firing arc at range 0-2. This by itself is always fun for you but annoying for your opponent.
Here’s the ‘trick’. If that token is a focus then Leeachos takes it and if he’s taken a lock as his action then he now has a doubled modded Cluster Missile shot, noice. If it’s an evade then just decide if Palob or Leeachos would get more use out it.
Now having said all of this there is an easy way to counter it and that’s for the enemy ship to not take a green token in the first place. This however is still worth as your sqaud is controlling what the other squad is doing, to a small degree.
I’ve put a Hull Upgrade on the Zed here because he’s cheap overall and it gives him a better chance of getting those missiles away.
This is a very easy choice. Bossk’s ability to turn a crit into two hits is decent so by giving him Marksmanship you’re giving him more chances to get crits.
N’dru feels like a prime candidate for Lone Wolf as his ability means he wants to work alone and stay away from friendly ships. If there aren’t any friendly ships at range 0-2 then not only does he roll an additional red die he can also spend a charge to re-roll either a red or green die each round. As with most most Zeds it’s still worth keeping him cheap so I wouldn’t look to add anything else.
That’s every Scum Z-95 built. Let me know if you agree or not and share your builds in the comments. I know that these builds are not what you’d call ‘S’ tier builds or even ‘A’ or ‘B’ tier. But they’re not supposed to be. What they’re meant to do is to get players thinking outside of the box so hopefully they help with that.
If you’d like to get involved with choosing the articles I write you can find my Patreon here.
Next time I’ll be delving into the VCX-100!