I take a specific ship and build out every pilot in this ‘built’ series of articles. 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 write in this series are picked by my Patrons! I post a poll and then do a write-up on whichever ship wins. This time the G-1A 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 but sometimes I may want to go janky. 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.
Who the hell actually flies the Gand Findsman?! Maybe not enough people…
It’s got a decent gun and it’s got more HP than the Rebel equivalent, the B-Wing.
With that in mind, my thought was to lean into that and add a Shield Upgrade (or a Hull Upgrade if you want to save a point). Secondly, considering the number of reds this ship has, Contraband Cybernetics fits perfectly. I love the ability to stop twice (done it a fair few times with Leia crew and U-Wings) as it can really muck up your opponent’s plans.
My other thought was to keep Contraband but add Gleb instead of the Shield/Hull Upgrade. Gleb turns the Findsman into a coordinate boat with the added benefit of being able to pass off red and orange tokens to the coordinated ship.
Thanks to Reddit answering my call I didn’t miss the pairing of the Findsman and IG-88D. There is enough room to have two Aggressors (not TIEs) along with a G-1A that has the ability of the two IG’s you’ve picked. That sounds like fun!
So, if I was ever going to pick a G-1A to fly it would absolutely be Zuckuss. Give Ben a chance to roll more red dice and he will take it!
Zam can give Zuckuss a lock but more importantly, she enables bonus attacks. When you’re rolling at least four red dice each attack it should really start to add up. Eight red dice from a single ship in a round (maybe don’t mention rounds at the moment) is not to be sniffed at.
I’m writing this a few weeks before I post it, actually the day after the AMG stream. With that in mind, I have no idea where Zam will end up in regards to cost so you could leave it there (my guess is she’ll go up two points). If however, you have some points to spare, or you want to get to 200 points, I’d consider adding either False Transponder Codes or Fire-Control System.
FTC is an obvious choice at this point. But, it’s probably another candidate for an increase and people have worked it out by taking things like E-Wings. FCS I’d say won’t go up or down in points and fits nicely with Zam locks.
It’s expensive but I feel like Advanced Sensors is a great upgrade for 4-LOM. If you work it right, you can be double-modded most turns. Advance Sensor a lock, choose one of the eight red maneuvers, gain a calculate. Then, if you’re at range 0-1 of a ship (friendly or enemy) you can offload that stress you took earlier to do it all again the next round.
Next, I’d add 0-0-0 as it gives you the opportunity to either get more mods (gain a calculate) or hand a stress to your opponent. There is the potential to double stress an enemy ship in one round whilst also leaving 4-LOM with no stress.
If you have the point spare (which you might now!) then add the Mist Hunter title to get that white barrel roll.
That’s every G-1A built. Let me know if you agree or not and share your builds in the comments. Please treat this as the conversation starter it’s supposed to be and not as someone trying to tell you how these ships should be built.
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!