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 MG-100 StarFortress won out (yay…).
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.
Before I get to Mr Cobalt, cards on the table. Full transparency. When this ship got picked I wasn’t, shall we say…thrilled. Putting aside any opinions of the film we see the Bomber in, I do not like the look of the thing in the slightest. Add to that the fact that I’ve rarely seen it played and we’re off to a strong start!
Oh, last one thing. I’m not calling it the StarFortress.
Cobalt Squadron Bomber
Firstly, some positivity! After having a chat with Geoff Sanders (thanks again Geoff!) I am actually going to try this build in my weekly league.
At I1 the Cobalt Squadron Bomber has a huge target painted on it. If you’re like me then you see the Bomber as an easy target; large base, crappy dial and a single agility. When it comes to this build however that’s all part of the trap.
Firstly, take a focus. With Rose on board at I1 you have the chance to take the most advantageous lock for your shots – with one green die on defense we’re not worried about evading. The fun begins when it’s your turn to fire. You can use Finn to add a blank result which means you now have at least 4 red dice with a focus and a lock.
You then use Veteran Turret Gunner to get the double tap (keep that turret arc pointing forward!), again using Finn to add a blank result which you can then either reroll with the lock (if you didn’t spend it previously) or spend to reacquire a lock using Rose again. Whatever way you cut it your lowly Cobalt Bomber is chucking at least seven modded dice in a round.
For extra goodness consider using Merl Cobben alongside the Bomber, or rather in front. If you can manage to get Merl bumping an enemy ship head on then their agility is reduced by one. Will this happen often? Probably not! But if you can make it work you’ll make the Cobalt’s double tap that much more effective.
With Cat I tried to keep her cheap. Her ability means you want to come equipped with a good amount of devices so I’ve gone for Seismic Charges and Proximity Mines. You can use Trajectory Simulator to lob the Seismics out in front and the mines can be dropped out the back. Both of these devices can help massively with board control as well as helping to pump up her primary attacks.
I’ve added Delayed Fuses to keep those devices on the board longer, again to help out with Cat’s ability and to get the opponent thinking more.
Well then, this is a chonky boi. At the time of writing this Vennie build is 101 points which for any ship is a lot, let alone a Resistance Bomber.
Again we’re going for a double tap with VTG but going all in with the upgrades and making him a tank (thanks to James for this suggestion). An important thing to remember with Vennie is that his ability includes himself. It does not say ‘another friendly ship’, just worth keeping in mind.
When engaging, I would try to get a lock as early as possible to help with the multiple shots. Then when you get closer take two calculates using Threepio. That way if your attacker is in your mobile arc you have a good chance of getting two evades. With the Shield Upgrade and some good green rolls you might be able to withstand a a decent amount of incoming attacks per round.
Your double tap could be left without mods but that’s where Rey can come in; either using that force charge to convert a focus result or using her ability to convert a blank result. Even if you had to use Rey on defense, rolling at least seven red dice each round is pretty strong and scary for your opponent.
Firstly we’ll explain Ben’s abililty. After Ben has performed an attack where the defender is in Ben’s mobile arc the Rattled condition card is assigned to the defender. The condition card reads –
“After a bomb or mine at range 0-1 detonates, suffer 1 critical damage . Then, remove this card.“
Keeping this in mind means you want to be taking bombs and/or mines. Taking Seismic Charges means that not only will anything within range one of the obstacle you blow up take some damage, a ship that’s rattled will take a crit if it’s at range one of the Seismic itself. Niche but could be handy.
I chose Ion Bombs for the second device for two reasons. Number one, alongside dishing out a load of ion tokens it could also do some damage. Number two, no one ever takes them!
Using Paige Tico as crew gives you more chances to drop or launch those bombs which in turn gives you more opportunity to assign Rattled.
I struggled with Edon and frankly I’m not prepared to put a load of time in on him. The best I can think of is to give it some bombs (Seismics, because Seismics) and mines (Conner Nets, why not!) alongside Skilled Bombardier to give you more options when dropping them.
You could absolutely use Trajectory Simulator for even more options but honestly….my advice would be to pick another pilot. If you have any ideas I’d be happy to hear them!
This is jank, plain and simple. Finch’s ability lets you drop devices around him as long as they’re touching his base. Considering these Bombers are large base that’s a decent amount of real estate. I’ve added Advanced Sensors and Ablative Plating (!) so Finch can drop a device around himself, Advance Sensor an action, perform a red stop and then negate a damage from that device using Ablative. Sounds kinda fun to do once!
This Paige build is the same as the Cobalt build but with the addition of Heroic. This can give Paige some added survivability, giving her more time to initiative kill anyone that ends up in her forward arc. I would never say this build makes her an ace…but she could be a lot of fun.
I’ve ignored her ability in this example – with this build it’s the I5 you’re interested in – but there’s nothing stopping you from adding a device to add that extra bit of danger. Maybe it would be useful if you find yourself having to disenage and you want to disuade any would-be persuers.
That’s every Resistance Bomber built. I actually think there’s some interesting builds here for a ship that doesn’t get a lot of play. Let me know if you agree or not and share your builds in the comments.
Until next time, pilots!