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 TIE/rb Heavy 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.
Carida Academy Cadet
As the Carida Academy Cadets are I1 and on medium bases, my first thought is they could be decent blockers.
Maneuver-Assist gives them more blue on their dial (always makes things easier) and Tactical Scrambler could be useful for the rest of your squad.
I’ve also added Electronic Baffle for a bit of spice and because it still leaves this build at 38 points total. If the Cadet has survived, they can take a damage to remove a stress in the end phase, opening up their dial. Makes that red barrel roll easier to perform if you know you’re not stitching yourself up with stress.
Onyx Squadron Sentry
For a single point extra, you can upgrade to an Onyx Squadron Sentry. This bumps you to I3 from I1 and gives you a talent slot to play with. Not too shabby at all.
This time I’ve Expert Handling to get a white barrel roll and a Hull Upgrade to boost the half-point threshold. I did think about paying the extra point for a Shield Upgrade instead but with eight hull and no shields to begin with….eh.
Lastly, I’ve chosen Target-Assist to go alongside the Synced Laser Cannons. Both upgrades work at ranges 2 to 3 and the white calculate boosts the cannons by denying your enemy the range 3 bonus. Now the barrel is white you could barrel roll in your action step and then have use of Target-Assist as you’re not stressed.
After chatting with the guys on the RO Discord, Lyttan can be flown a couple of different ways.
Firstly you could add Target-Assist and Autoblasters. Lyttan’s ability means he wants to be out of the opponent’s arc. This jives super well with Autoblasters as crits cannot be canceled if you’re not in their front arc.
The second build is much more a support piece. Here I’ve added Maneuver-Assist to make it easier for him to get into position and Tractor Beam so he doesn’t present the biggest target in the squad. Pair him with low initiative TIE Fighters/Interceptors, fire that Tractor Beam to reduce the opponent’s agility, profit?
Originally I was going to suggest Target-Assist for Rampage but my Discord guys pointed out that Maneuver-Assist will help “Rampage” shed those stress and strain tokens he’s gained from talon rolls and his ability.
As my friend Luke put it; if you want to ‘commit to the bit’ then add Ion Limiter Override so he can perform a barrel roll after a red maneuver. The single ion token won’t affect you (unless you want to do this trick twice) and you’ve only got one green die so why not. For a medium base ship that enables some really strong options. Who’s going to expect a talon roll followed by a barrel roll?
For a cannon, Synced Cannons seems an obvious choice as it makes sure “Rampage” is also throwing three red dice. If you’re in range 0-1 (for his ability) then consider Autoblasters too.
That’s every TIE Brute 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.
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Until next time, pilots!