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 Naboo Royal N-1 Starfighter 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.
The Handmaiden may be the lowest initiative of the N-1s but it’s the third most expensive. That is purely down to the pilot ability, Decoyed. At setup you place the Decoyed condition card on a friendly ship. That ship cannot be a Naboo Handmaiden.
While you defend, each friendly Naboo Handmaiden in the attack arc may spend 1 evade token to change one of your results to an evade result.
If you are a Naboo Royal N-1 Starfighter, each friendly Naboo Handmaiden in the attack arc may spend 1 evade token to add 1 evade result instead.
So with that out of the way, it’s an interesting ability! First thing to note; you can only have two ‘Maidens in a list. Second thing to note; a Red Squadron Vet in a T-65 with Selfless is the same amount of points at initiative three. You can definitely see some pros to each here.
+ Full Throttle ability
+ ‘Decoyed’ can cancel hit and crits
Red Squadron Vet
+ 3 red dice
+Selfless is passive
I’m going to try and not let personal bias get in the way here but I’d take the Red Squad every time. I recognise though that players with different play styles could go the other way. You don’t see much of either! Is there a case where the Handmaiden’s would be reduced, making them OP? I doubt it to be honest. AMG, drop these guys down to about 38 points! Let me know where you would price them in the comments.
Due to the base cost I wouldn’t add any upgrades, they have one job to do.
Bravo Flight Officer
I flew a couple of of these guys a while back with this exact build. I flew them badly (no surprises there) but I understood them. With Passive Sensors they can zoom in and spend their charge and take the Full Throttle evade. Then when they engage they can take a lock and hammer something hard. If you think you’ll take too many shots you can choose defense and tank up with the evade and a focus.
A big upside to these guys is cost. They’re forty seven points with these upgrades which is great value for something that can throw four red dice.
Dinee’s ability is what I’d call ‘cute’. How often is your move going to be the same speed as your opponent’s? It’s very dependant on the matchup. Not much to say here honestly, I’ve added R2-C4 to give her some consistency in attacking but at five points…I just wouldn’t bother!
Going from something very bland to something spicy. Could it fail miserably? Yep! Could it be super fun? Absolutely!
The combo of Ani’s ability with Daredevil can lead to some unexpected positioning. He can barrel roll to the other side of a rock he’s facing for example and then turn away to get more green dice. He could go aggressive if he’s already got a lock, zoom up the side of the enemy and hard turn boost in to fire those advanced protons. Or he could just spin away, barrel rolling twice. I hear it’s a good trick (sorry not sorry).
I’ve added R4 to turn all his one and two speed moves blue to combat the Daredevil stress. If you don’t want/need to use his ability then you’ve got a force charge to spend, winner. Lots of options and this build at the moment is fifty points.
When Padme was being designed for the game, the obvious intention was for her to fly alongside a Handmaiden or two to make her super tanky. So my first thought was a hull or shield upgrade to help that along. However, it was at this point I realised that N-1s don’t have the modification slot!
So my next thought was if you lean into the intended build lets get some good damage in so the Handmaidens can follow up. To keep the cost down I’ve gone for Plasma Torps. Plasmas are great at stripping shields and at half the price of Proton Torps more people should be looking at them. I’ve also added Passives again here so Padme can get that lock with perfect board information.
Gotta go fast! That’s Ric’s whole deal and it looks a fun one.
I see Ric as a flanker, zooming in from the side. Outmaneuver is a great tool for this, if you can get it right. The perfect scenario would be to come in fast into range one, get the extra die (four reds) and use outmaneuver to reduce the enemies green dice count by one. I’ve added an R4 Astromech which means he has eleven blues moves for lots of flexibility.
That’s every Naboo Starfighter 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!