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 CIS Firespray 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.
Three pretty manoeuvrable, pretty hard-hitting medium base ships that will move early on to get their mods and have enough HP to stick around for a while.
I think I see myself giving this a go in the coming weeks. For two turns of a game you have the opportunity of handing target locks to all three of your ships. The ease of using the Thread Tracers (needing a calculate, focus or lock to fire) means that whatever is happening around you…just take a focus!
With a focus you can either use it for defense, fire a Thread Tracer or have a double-modded shot once one of the other Racketeer’s Tracers has hit. You’ve got the option to boost too which is cool for getting a block but I’m all about the violence when it comes to X-Wing. For the same reason you probably won’t see me reinforcing either.
At the moment you’ve got four points to spare too, winner.
If baby Boba had a talent slot I’d whack Lone Wolf on him quicker than you can say ‘Get’em Dad, FIRE!’. But he doesn’t. So I won’t.
His ability means you want to keep Boba to himself for the most part. That’s not always possible or the best way to go but for the purpose of this article I’m going to run with it.
I’ve gone for Perceptive Co-Pilot here to give him the chance to get a good shot away as well as having the opportunity to have a focus for defense too. Or maybe two focus tokens for taking two incoming shots? No idea on the maths but it could make him pretty tanky if dice variance goes your way.
I’ve seen the DRK-1 Probe Droids used effectively recently in games against me and after speaking about this with my new Australian friends Geoff and Michael they could be a good shout to eek some offensive effectiveness out of young Boba too.
Zam Wesell is a pilot I very likely will not fly. The reason for that is the hugley wordy condition cards that form her ability. I’ve mentioned before that I don’t have what you’d call an ‘X-Wing brain’ so reading these cards generally leaves me a bit confused. They are what Hairy Nick would call a ‘word salad’. I don’t play to work out which condition card I want to put down each round, I just want to pew pew.
To help me with this I asked my friend Oli Pocknell to put it in a way I’d understand.
So the most common card is You Should Thank Me. If you get shot at, you gain a lock on the shooter and a charge. If you don’t get shot AND an enemy ship has you in arc, you may shoot again at the end of engagement. (so long as you have two active charges)
The other card is You Better Mean Buisness. If you are shot (and have two charges active) you may return fire as a bonus shot (so long as the attacker is in your arc). If you are NOT shot and something has you in arc, you gain two charges.
So they’re interesting for sure but I think a big advantage of Zam is her initiative. Seps don’t have the largest pool of I5 and I6 ships so Zam and the next pilot are a welcome boost.
I’ve added Dooku here because he adds some utility; either nerfing an incoming attack or boosting Zam’s offense. False Transponder Codes and Thermal Detonators are added to give your opponent something else to think about other than which condition you’re using.
Quick note: Zam is already looking super strong in the current meta so ignore my feelings about wordiness and give her a go, again with the pilot I’m just about to write about.
This is what we’re here for! Have I gone super thematic with this build? Yes. Is it the best possible build for Jango? Good question, not sure. His ability is good though not as in your face as Scum Boba. The ability to change a focus result to a blank is strong, but the caveat of doing easier maneuvers than your opponent keeps it in check to a degree.
Boba gunner, Lone Wolf and the title are all there to help Jango pull his weight; giving you multiple ways of modding your shots at I6 can’t be overlooked.
False Transponder Codes is cheap and at I6 gives you the power of jamming someone before they shoot you. It also just feels like something Jango would have installed, one of his many modifications.
Lastly we have Seismic Charges. To all the Episode 2 fans out there, how could I leave them out?! They also give would-be pursuers something to think about aside from the rear arc.
That’s every Separatist Firespray 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 and support RO to become bigger and better you can find my Patreon here.
Until next time, pilots!