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 VCX-100 won out.
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.
If you’d like to read the other ‘built’ articles I’ve written you can find them here.
Lets kick things off with something nice and simple. With Dorsal Turret and Veteran Turret Gunner this guy can rock up, likely take his focus because he’s likely moving first and double tap whoever ends up in arc. Some people may like to have the turret pointing backwards or to the side to give more shot options. With that big base and two arcs you’re covering a lot of board space. But, I’m all about the violence and trying to destroy something fast so I’d stick the turret facing forward.
You could add Zeb crew so it doesn’t matter if you bump or not but I think it’s best to keep these cheaper VCX’s cheap. The same could be said for Perceptive Co-Pilot. Two focus tokens would be nice for two shots but at eight points that’s expensive.
‘Chopper’ is the same basic points as the Lothal Rebel. The difference (and balance) being that Chop has the calculate action instead of the focus action but has an ability. The change in action could be a huge disadvantage considering the amount of red dice the ship throws out. The ability sounds decent but in reality it rarely comes into play. Again you could use Zeb but in the interest of mixing things ups he’s not jumping on board here.
To keep the droid theme going I’ve added K-2SO crew. I think he greatly improves ‘Chopper’ due to a couple of reason.
- K2’s ability is range 0-3 so he can give Chop a calculate, leaving Chop the option of taking a lock instead.
- Granting the jam action could be super janky and gives Chop more options to be a complete pain in backside.
Then I’ve added Passive Sensors. Moving at I2 means Chop is either arc dodged a lot or is simply not in range to take a look. The advantage of giving Chop Passives is that he now chooses to take either a calculate or lock before he engages so the board state is locked in. He can then lock whichever target presents itself, making the big gun much more useful.
I also like to imagine Chop and K2 squabbling, it amuses me.
When you take Kanan, you’re going in knowing you want to frustrate your opponent. I’ll paste his ability below as it’s easier than explaining it myself.
‘While a friendly ship in your firing arc defends, you may spend 1 focrce charge . If you do, the attacker rolls 1 fewer attack die.‘
So as an example Kanan could reduce two incoming proton torpedo shots in a round from four red dice to three. Frustrating for the opponent as you’re taking away one of the big advantages of the torps. Or, for maximum disrespect reduce a two dice shot to one, ooof.
I’ve added Patience to give you the opportunity to recover a force charge at the start of the engagement; could come in handy if you want to keep frustrating your opponent and aren’t worried about chucking one less red die. With the possible downside of Patience I’ve added Passive Sensors so Kanan can take a lock and get the most out of his shot.
The downside of Kanan’s ability is that he can’t affect shots against himself. So you’re still in a VCX that’s going to take lots of fire and not have much say when it comes to defense. I guess you could just go balls out and use the force charges and Passives to really put the hurt on. But, that defeats the object of bringing him and he’s the most expensive VCX before you start thinking about upgrades.
Jyn is there to add to the theme of keeping your ships alive by giving them the option of taking an evade instead of a focus. The Dorsal Turret is less there there for shooting and more for making it easier to keep friendly ships in arc for the ability to trigger.
Kallus is the newest addition to the VCX lineup and he has a handy little ability. Unless you’re opponent is throwing ‘natties’ (shivers) they are going to modify their attack dice; especially when the VCX is such a big target and has no agility. Kallus helps with this by rolling an additional green die when an incoming attack is modified, happy days! This could be the difference between another turn of firing or not.
As mentioned, the VCX is a big target for the opponent. With this in mind I’ve added Magva, Baze and Fire Control System. With Magva you can acquire a lock on the attacker if their attack hit and use FCS to reroll just the one red die, keeping the lock you just got for the future if you’re attack was decent.
I’ve always overlooked Baze and I don’t know of anyone that’s used him but getting an extra focus token could be really handy for that one green die you’re probably rolling now as well as for your attack. Lots of options.
Ok we’re at the business end now. This particular build has been doing the rounds for a litte while now and for good reason. At I5 and with her ability, Hera has a great chance to get into exactly the best position. With Zeb and Saw crew she can bump, still shoot and potentially put a hell of a lot of damage into something. With Advanced Sensors she doesn’t care about bumping as much as she’ll have taken her action before moving.
This build is great for a good time, not a long time. With no agility and the option to Saw attack dice by taking a damage, Hera is there is to do lots of damage very quickly. She’s very likely to go down in a huge ball of flames, just make sure you get that damage done beforehand.
That’s every VCX-100 built. Let me know if you agree or not and share your builds in the comments.
If you’d like to get involved with choosing the articles I write you can find my Patreon here.
Until next time!