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lazerus06
May 19, 2004
Started getting into this game around Christmas, going to a tournament this weekend so I will probably be crushed. Here is what I am thinking of using:

https://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v4!s!28:18:-1:15:;62:18:-1:15:;68:110,53:-1:-1:&sn=Interceptor%2FDefender

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lazerus06
May 19, 2004
Yes I do, I figured the mangler cannon would be good on this ship to get some crits.

lazerus06
May 19, 2004
Another build I was thinking of:
https://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v4!s!28:18:-1:15:;23::-1:15:;179:18,-1:-1:1:;180:-1:-1:1:&sn=Star%20Wolves

lazerus06
May 19, 2004

Fat Samurai posted:

I'm not good at this, but I'm pretty sure Soontir will make a better use of that Stealth Device than a TIE/fo. It's also more fragile. Do you have imperial Aces to use the Interceptor Royal Guard Title?

Yes I do have Imp Aces, good call on making Soontir a little less fragile. My plan was go get Omega Ace and Epsilon attacking from the front(getting Omega Ace up close to get the 3 crits) and Soontir and Alpha getting behind.

lazerus06
May 19, 2004
I want to start flying some fun scum bounty hunter builds.
Did some reading and I came up with what I am calling "My Aggressive Spray."
With Fett, I thought I could use Greedo and the Mangler cannon to try and get 2 crits off, then use determination to cancel any pilot based crits that may come back my way because of Greedo.
IG88 can sort of hang back a little with his ion cannon or heavy, and inertial dampners let him take a kill shot if needed.

[url]https://geordanr.github.io/xwing/?f=Scum%20and%20Villainy&d=v4!s!109:27,43,23,22,-1,108:-1:-1:;116:8,110,-1,114,-1,-1:-1:3:&sn=An%20Aggressive%20Spray[/url]

lazerus06
May 19, 2004
My friend gave me a Howl Runner and Backstabber Tie pilot cards but I do not have the cardboard bases. Is there somewhere I can print of the card board bases? I wouldn't use them in any tournaments obviously but just for fun with friends.

lazerus06
May 19, 2004

ConfusedUs posted:

Well I'd make some pretty serious changes to both ships.

Bossk doesn't need Recon Spec.

I'd start with something kinda along those lines.

Not true. Bossk with Calculation, HLC, 4-Lom, K4, and Recon Spec.

Attack with HLC and change any crits to hits(HLC ability). Spend focus #1 to change eyeballs to hits. Use calculation to spend focus #2 to change another eybeball to a crit. You can then use Bossk's ability to change that crit to two hits thus giving you a potential of 5 hits.

lazerus06
May 19, 2004

ConfusedUs posted:

That's incorrect. You can totally spend two focus: one for calc and one for regular focuses.

This, focus can be spend on the calculation separately from the regular focus rolls.

Edit - FAQ:
FAQ Edit
You may only use Calculation once per attack, no matter how many focus tokens you have to spend. However, If you roll multiple focus results during an attack, you may spend 1 focus token to change 1 focus  result into a critical result (using Calculation) and a second focus token to change all other focus results into hit results (the normal effect of spending a focus token). (X-Wing FAQ, Version 3.1.1, Updated 07/24/2015)

lazerus06
May 19, 2004

Gerdalti posted:

I don't think it did get FAQ'd. Tel seems to do OK without an offensive action thanks to predator, so I figured why not. I can usually fly him well enough to stay out of arc for a turn or two to regen shields anyhow.

Tel Trevura (30)
Predator (3)
"Gonk" (2)
Glitterstim (2)
Hull Upgrade (3)
Punishing One (12)

Bossk (35)
Calculation (1)
"Mangler" Cannon (4)
Mercenary Copilot (2)
Recon Specialist (3)
Dengar (3)

Total: 100

View in Yet Another Squad Builder

Here is the Jump Master/Slaver combo I was going to try next:
https://geordanr.github.io/xwing/?f...=New%20Squadron

Edit - Totally not my idea, found this list combing through some forums looking for ideas for a Dengar/Bossk build.

lazerus06
May 19, 2004

Strobe posted:

Hmm, must have gotten a wire crossed with "you can only use Calculation once" and using focus tokens in general.

It is kind of tricky, but having the Recon/Calculation/Heavy laser on Bossk can be pretty brutal.

lazerus06
May 19, 2004
I flew this against my friend last night. He flew Tycho, Jake, and Ezra on a shuttle. I parked Bossk and let his Awings come to me. I had a real good roll with my HLC in the second round and one shotted Tycho.
Dengar
- punishing one title
-VI
-K4
-Unhinged Asteomech

Bossk
-Calculation
-HLC
-4Lom
-K4
-Recon Specialist

lazerus06
May 19, 2004

canyoneer posted:

Played a little mini tournament yesterday. 3 rounds, no cut. 15 players. My list was the Bossk/Dengar posted earlier in the thread. I went 2 and 1, only lost to the guy that ended up taking first place (so I don't feel too bad about it) and placed 5 of 15.

Dengar (33)
Veteran Instincts (1)
K4 Security Droid (3)
Unhinged Astromech (1)
Punishing One (12)

Bossk (35)
Calculation (1)
Heavy Laser Cannon (7)
4-LOM (1)
Recon Specialist (3)
K4 Security Droid (3)

Total: 100

View in Yet Another Squad Builder

It was a hoot. What a fun list to play.

Game 1 vs. a TIE swarm. 6 TIEs with crack shot, one was Howlrunner and the /fo was Zeta Leader (take a stress to roll an extra attack die)


As you can see from the photo, things are about to go very, very badly for me. I tried to overshoot the swarm with Dengar to draw their fire away from Bossk. I accomplished half of that, and Dengar didn't make it quite far enough to avoid the swarm guns. After killing Dengar, they pinned in Bossk against a rock for 3 turns and slowly shot him to pieces. I only destroyed one black crack :smith:


Second game the guy had an Inquisitor, Whisper, and Yorr with Palpatine. You can see at that point that Whisper is about to get wrecked. I don't think Whisper even got a shot off before getting dunked on. PS11 Dengar laughs at your PS9 Whisper with initiative bid.
Once he lost that ship, it was pretty much a done deal. Inquisitor likes to stay at range 3, but so does HLC Bossk. I lost Dengar in the second to last round of shooting.


Game 3, this guy had the coolest list I saw all day.
Palob Godalhi (20)
Attanni Mindlink (1)
Twin Laser Turret (6)
Recon Specialist (3)
Cloaking Device (2)
Stygium Particle Accelerator (2)

Black Sun Ace (23)
Attanni Mindlink (1)

Tansarii Point Veteran (17)
Attanni Mindlink (1)
Tractor Beam (1)
"Heavy Scyk" Interceptor (Cannon) (2)

Kaa'To Leeachos (15)
Attanni Mindlink (1)
Concussion Missiles (4)
Guidance Chips (0)

Total: 99

View in Yet Another Squad Builder

The mindlink worked really well with those ships, because they were all matching pilot skill so he was activating them in the most convenient order to maximize their focus stacking/stress relief. If he was taking a red move with one ship and green with all the others, he'd activate the red move one first and then clear off the stress on the others as they moved.
I only had to eat a total of 3 TLT attacks. The game ended with Bossk and the Black Sun Ace spinning circles around an asteroid, with him trying to get out of my auxillary arc and me desperately trying to not let him get behind me. ended up catching him after he did a k-turn (probably the smart move for him).

Aweome man! I really liked playing it. I am trying to figure out. A way to give Dengar the Engine upgrade so I can fly him like an ace

lazerus06
May 19, 2004

Fritzler posted:

Oh wow. I was just doing this cuz I don't have fire control systems yet. It sounded pretty good to me though. Where can I see a normal Hillbot set? Googling is giving me a lot of trump vs. Hillary stuff even with the X-wing modifier.

Here ya go:
48 IG-88B, PTL, AdvS, Auto, Title, Mangler
51 IG-88C, PTL, AdvS, Auto, Title, HLC

lazerus06
May 19, 2004

Chill la Chill posted:

Speaking of.....

Just picked up my Veterans today, and in it I received my first copy of the Tractor Beam. I had a question about it though.
According to the reference card text, it says, "The first time a small ship receives a tractor beam token each ROUND (emphasis mine), the opposing player may choose one of the following effects:"
So, my question is this - If I tag a ship with the Tractor Beam, I know I get to apply the effect. During the end phase, all tractor beam tokens are removed. On the NEXT turn, I tag the same ship again. Can I apply one of the effects again? (Barrel roll or boost?) I know wording in this game is everything, and can be tricky at times. The way I read it is a ROUND is essentially a MATCH, so I could only cause a ship to barrel roll/boost once, and if I were to tag it in multiple consecutive turns, I would only apply the -1 agility, and not the effect. If this is the case, the tractor beam is far less attractive to me as a cannon upgrade.
Please advise.

I always assumed a round is a planning/activation, action/combat/resolve and matches make up multiple rounds.

lazerus06
May 19, 2004
On the FF website:

The Game Round
X-Wing is played over a series of game rounds.
During each game round, players perform the
following four phases in order:
1. Planning Phase: Each player secretly chooses
one maneuver for each of his ships by using its
maneuver dial.
2. Activation Phase: Each ship moves and
performs one action. In ascending order of
pilot skill, reveal each ship’s maneuver dial, and
execute the chosen maneuver. Then each ship
may perform one action.
3. Combat Phase: Each ship may perform one
attack. In descending order of pilot skill,
each ship can attack one enemy ship that is
inside its firing arc and within range.
4. End Phase: Players remove unused action
tokens from their ships (except target locks) and
resolve any “End Phase” abilities on cards.
After resolving the End Phase, a new game round
begins starting with the Planning phase. This continues
until one player destroys all of his opponent’s ships.
Each of these phases is discussed in greater detail
over the next few pages

lazerus06
May 19, 2004

Finster Dexter posted:

Well, I just don't know if it will be that good considering TIE/D is only going to give you the two-fer once per game.

Once per round, not game. A round is not a game.

lazerus06
May 19, 2004
Finally flew a Lothal Rebel/Dash combo against a friend last night and it was insanely fun. A lot of the lists I see have FCS on the Ghost, but I am wondering if taking reinforced deflectors would be better to keep him alive a little longer?

Here is what I used:
Dash Rendar - 36
Engine Upgrade - 4
Outrider - 5
PTL - 3
Heavy Laser Cannon - 7
Kanan Jarrus - 3

Lothal Rebel - 35
Reinforced Deflectors - 3
Autoblaster Turret - 2
Hera - 1
Zeb - 1

lazerus06
May 19, 2004

canyoneer posted:

I'm considering pairing up Miranda with 58 point superdash.
Miranda with TLT, Sabine, Thermal Detonators and extra munitions. A good idea?

Maybe drop to a mangler canon on Dash to put advanced slam on Miranda?

lazerus06
May 19, 2004

canyoneer posted:

OK, so I brought this. This ended up having 30 people in it (wow!)

4 rounds. You get a ship randomly dropped on you at the beginning. I ran Kanan Ghost/Phantom with Biggs, and pulled a B Wing pack. A Dagger Squadron pilot with Autoblaster and Fire Control System is exactly 31 points. Nice.

First matchup was with a dude with a fully loaded Soontir, Predator Vader with EU and ATC, and Palpmobile. His random pack was an A wing, he chose Jake with Push the Limit.
I got Palpatine pretty early, but just couldn't handle the Range 1 Soontir flanks. He was really good about keeping his stuff within Range 1 of the big ship, to avoid the TLT shots. Lost that one :smith: 28-131

Next match was a Dengaroo, and he opened a Starviper. So he had Guri with Autothrusters.
He brought Dengar in hard and fast, and he put damage on literally all of my ships. He attempted a sloop and got parked on an asteroid, with 3 hull left. At the same moment, Manaroo (with Gonk) was in the rear arc of the Ghost at Range 2, which means she ate a primary attack for some damage as well as a TLT attack for 2 added stress on Manaroo. At that point, the match was pretty well decided. Dengar had like 12 stress and no way to get a focus, and Manaroo had to shed 3 stress before she could start taking actions and handing out tokens again. I blasted Dengar on the next turn, and then Manaroo in the round after (with the B wing finishing off Guri for the win). Kanan's ability worked really really well that match, a 1 die attack at range 2 from Manaroo on the Ghost was not very scary. 131-0

Third one was against a kid. He was probably like 9, and brought Fat Han (Predator, EU, C3PO, Gunner) with 3 Z's, and his blister pack was the X Wing expansion. He ran Wedge with Expert Handling (good choice, kid!)
This was pretty un-fun. I was pretty sure that I could clobber this list even on a bad day, and I did. His play was so sloppy (because he's a little kid), and he was bumping and bouncing ships around all over. Was even just eyeballing (poorly) where a ship should land when the movement template was overlapping a ship. Don't bring kids that young to compete in tournaments, sheesh. Frustrating to play against, and unsatisfying to win against.
Biggs got in a great spot behind the Ghost's tactical jammer, and I killed Han in 3 rounds of shooting.
Ghost with Kanan was a nightmare for a ship like Fat Han. I could use Kanan's ability to have him roll 2 instead of 3 at the Ghost, and he was pretty likely to hit with one of those 2 because I was rolling no green dice, which means he was maxing at 2 hits from Han each turn and could never trigger gunner. I also could pop out 4 TLT shots on Han each round (thus, shutting down his C-3PO for 3 attacks) and I stressed him with both attacks out that rear arc. A double stressed Han is not that scary to a TLT ship. Won that one 131-0

Fourth one was against one of our local sharks. He brought a 7 TIE swarm, (Howlrunner with Crackshot, 3 Black Crack and 3 Academy TIEs) and opened up a TIE Bomber, which he loaded up with Captain Jonus, Advanced Proton Torpedos, and Adrenaline Rush for 131 points. I was really proud of how I did in this game. I pulled off an excellent flank and ruse to turn all his TIEs the wrong way, with 3 big honkin asteroids between the Ghost and the swarm, but the B wing rolling up on the flank gunning for Howlrunner. He had initiative.
TLT shots put a damage on Howlrunner. Jonus and Howlrunner couldn't put the B Wing down with their shots, so that means the Black Cracks were going to blast him, but he was still on the table due to simultaneous fire rule. He had a range 1 shot on Howlrunner with Autoblaster cannon before being removed, 2 natural hits pasted the ship. He went in like a little screaming missile and did his job before exploding.
At that point, I pulled off a great K turn with Biggs to put him juuuust on the far side of the Ghost, but facing back towards the swarm. He turned what should have been 1 more turn of being shot at into 3, returning fire each turn. Guy got some TIEs stuck on asteroids, and I really just outfoxed him in the maneuvering game with the Ghost. Time got called when he had 2 or 3 TIEs left and a lonely, pillowfist bomber that was never going to close to range 1. If I had one more round of shooting, I probably could have won on points. Ghost is just too fast on those outside lanes and those TLTs would just work over those TIEs. Lost on points, less than 15 point differential :smith:

Ended up leaving with the new Predator Alt Art and the IG88-C alt art :dance:

I am quickly becoming a ghost fan. Been doing decent with a ghothe Dash build. Looking to try something different.
I don't have the R4D6 for Biggs, think R5 would be OK? I don't have any of the epic ship mechs.
With advanced sensor on the ghost, what free action/moves are you taking? Trying to wrap my head around the strategy of this combo.

lazerus06
May 19, 2004

Poopy Palpy posted:

Those ships don't have 360° firing arcs. :mad:

Sure they do

lazerus06
May 19, 2004

Admiral Joeslop posted:

What's the best wingman for Dash now? Is it Corran or a Ghost of some kind? Going to put in a concentrated effort when league starts again next week at the FLGS.

I have been doing pretty ok with Lothal Rebel with Accuracy Corrector and autoblaster for two hits at range 1 for pesky aces, plasma torpedoes to fire out the rear if I need to, Hera and Zeb crew.

I usually send my Ghost smashing in as close to them as possible while Dash creeps up the side to get behind. With two large base ships moving forward so quick, it has caught a few players off guard. No idea if this is a good strategy but it has seemed to work ok for me and it is a lot of fun to play.

lazerus06
May 19, 2004

flightless greeb posted:

At least the YT freighters will be able to equip it once the snuggling compartment comes out!

I am all about a snuggling compartment.

lazerus06
May 19, 2004

thespaceinvader posted:

I think x-wing 2.0 should have built in turret penalties, personally. Both from the defensive and attack perspective, being out of their arc should be Just Better even if they CAN still shoot you. Like, -1 red out of arc. Or turrets always have to cancel a die after rolling, attacker chooses in arc, defender chooses out of arc for red, vice versa for green. Obv, for defence you'd have to increase their defence accordingly.

One of my friends had a good point saying he wondered if the new mobile firing arc on the Shadow Caster is the way that turrets should have initially worked.

lazerus06
May 19, 2004
I have always liked my Decimator. I am trying to make a Decimator/mini swarm list that but can't quit make the numbers work. Anyone try something like and had success? I don't have palpatine. I have all the normal expansions/core sets (no epic ships). Thanks in advance!

lazerus06
May 19, 2004

canyoneer posted:

I'm entering a bracketed championship and I think I might use this as my second hangar bay list.
My concern is that there are so many Inquisitors in Palp aces lists these days, and those shields on the Inquisitor really take the sting out of Vader crew.
I might just take brobots instead. I can handle aces pretty well with my other list, and Brobots are versatile enough for just about anything else out there.

Since the link doesn't work right with the :3: smiley

Rear Admiral Chiraneau (46)
Predator (3)
Darth Vader (3)
Rebel Captive (3)
Gunner (5)
Engine Upgrade (4)

Countess Ryad (34)
Push the Limit (3)
Twin Ion Engine Mk. II (1)
TIE/x7 (-2)

Total: 100

[url=https://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v4!s!99:57,-1,45,46,21,-1:-1:3:;195:18,-1,-1:33:17:&sn=Deci%20Ryad]View in Yet Another Squad Builder[/url]

There is a tournament going on here Sunday this is offering some ships as prizes. Here is what I am thinking of running. "The Hammer and Sickle"
The Inquisitor 31
-Autothrusters 2
-Tie v1 Title 1
-Push the Limit 3

Captain Oicunn 57
-Tactical Jammer 1
-Predator 3
-Mara Jade 3
-Gunner 5
-Rebel Captive 3

Academy Pilot 12

lazerus06
May 19, 2004

enigmahfc posted:

No idea if this would be any good, but i'd fly it so there

Obsidian Squadron Pilot (13)

Obsidian Squadron Pilot (13)

Obsidian Squadron Pilot (13)

Rear Admiral Chiraneau (46)
Predator (3)
Rebel Captive (3)
Ysanne Isard (4)
Intelligence Agent (1)
Engine Upgrade (4)

Total: 100



What about :
Black Squadron Pilot
-Crack Shot
Black Squadron Pilot
-Crack Shot
Black Squadron Pilot
-Crack Shot
Captain Oicunn
-Predator
-Rebel Captive
-Ysanne Isard
-Mara Jade

lazerus06
May 19, 2004
Anyone have any suggestions for a fun dual ghost build?

Here is a Ghost/Attack Shuttle/A-wing combo I want to try as well:

Jake Farrell -24
Autothrusters - 2
A-Wing Test Pilot - 0
VI - 1
PTL - 3
Chardaan Refit - -2

Kanan Jarrus - 38
Ghost Title - 0
Sensor Jammer - 4
Dorsal Turret - 3
Chopper - 0
Recon Specialist - 3

Sabine Wren - 21
Phantom Title - 0
PTL - 3

I was trying to use Kanan's ability and sensor jammer to reduce the damage/dice coming at the ghost.

lazerus06 fucked around with this message at 14:08 on Aug 25, 2016

lazerus06
May 19, 2004

Devlan Mud posted:

Apart from the control effect of "fly behind it."

It's harder to get behind if someone knows what they are doing . With the 0 move and strategic bumping, I've seen it inch along barely moving a full 4 speeds length the entire game.

lazerus06
May 19, 2004
TIE Adv. Prototype: •The Inquisitor (31)
Autothrusters (2)
TIE/v1 (1)
Push The Limit (3)

VT-49 Decimator: •Captain Oicunn (57)
Tactical Jammers (1)
Predator (3)
Gunner (5)
•Mara Jade (3)
•Rebel Captive (3)

TIE Fighter: Academy Pilot (12)

Keep the Inquisitor behind or beside the decimator because the Inquisitor doesn't care about range 3. The tactical jammer and the auto thrusters are really going to make it hard to hit him. Use the academy pilot to block some ships up.

lazerus06 fucked around with this message at 14:20 on Sep 3, 2016

lazerus06
May 19, 2004
Or:
TIE Fighter: •"Howlrunner" (20)
Swarm Tactics (2)

VT-49 Decimator: •Captain Oicunn (50)
Tactical Jammers (1)
Crack Shot (1)
•Mara Jade (3)
•Rebel Captive (3)

TIE Fighter: Black Squadron Pilot (15)
Crack Shot (1)

TIE Fighter: Black Squadron Pilot (15)
Crack Shot (1)

Total: 100/100

lazerus06
May 19, 2004

ConfusedUs posted:

Anyone got recommendations for Shadowcaster builds?

I want to try Assajj with two scum Y wings with TLT's

lazerus06
May 19, 2004
I am trying to put a 100 pt combination using my Decimator and the new special forces tie. Anyone have any suggestions? Maybe throw a couple of FO tie fighters in there?

lazerus06
May 19, 2004

canyonero posted:

I was asked to bring some minis to work tomorrow to show some people how the game works. Does anyone have any recommendations for what to bring? I have basically 1 of every ship. I'd prefer to keep it simple (no or few upgrade cards, etc).

Maybe just a core set(X-wing and two ties)?

Or you can bring Dengaroo and explain two jumpmasters is the only thing people will ever play.

lazerus06
May 19, 2004
I am really wanting to make Boba great again. Thought I would try to pair him with Assajj. I like the idea of cluster missiles with fearlessness. With the Fett's ability and Dengar crew, that could 8 hits.

Boba Fett (53)
- Engine Upgrade
-Slave I title
-Fearlessness
-Dengar
-Cluster Missiles
-Glitterstim

-Assajj Ventress (47)
-Gyroscopic Targeting
-Shadow Caster title
-Push the limit
-Ketsuo Onyo
-Black Market Slicer Tools

lazerus06
May 19, 2004

banned from Starbucks posted:

Do you know the full details of that Dash list. A lot of people seem to be running Dash again. Im curious if its a new build/wingman or if theyre just list dodging palp defenders all day.

Seems like this is the Dash/Nora list that is going around maybe?
https://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v4!s!204:18,-1,74,148:41:3:;95:18,23,-1,159:14:3:&sn=Unnamed%20Squadron

lazerus06
May 19, 2004

banned from Starbucks posted:

  • Horton - R2-D6, TLT, Expertise (36)
  • ??
  • ??
  • ??

100 points


Rey
Falcon Title(180 Turn)
Kanan
Finn
Smuggling Compartment
Inertial Dampners
Expertise
Throw vectored thrusters on Horton

My friend flew this exact list in a tournament this weekend and won.

lazerus06
May 19, 2004

Q_res posted:

Local gameshop is having a tournament soon:

FFG's Star Wars Xwing Tournament

First Round at 1pm
4 rnds with cut if needed.
$5 entry

Format: Rookies
No Named Pilots or Ship Titles.
You Are flying Newbs...


Would that be a good way to cut my teeth on the game?

Are you in Louisville by chance?

lazerus06
May 19, 2004

Q_res posted:

Indeed.

Nice! I am in Etown but try to make it to Heroes for the trash compactor league.

lazerus06
May 19, 2004
I like this on paper, was looking for that perfect wingman for Rey:

Rey 45
EU - 4
Title(HOTR) - 1
Expertise - 4
Finn - 5
Kanan - 3

Jan Ors -25
Vectored Thrusters - 2
Title - 3
Trick Shot - 0
TLT - 6
Nien Nunb -1

My idea was to go slow at first to let Jan bank some focus. Let Jan try to keep at a distance to get TLT shots. Let Rey stay up to range 3 of her so she gets the extra dice from Jan.

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lazerus06
May 19, 2004

Strobe posted:

Jan is fragile as poo poo and a TLT will not save her from the likes of Fenn Rau or any thing that shoots four or more red dice.

You are probably right. My other list was:

Rey
EU
Title
Expertise
Finn
Kanan

Norra Wexley
Title
Expertise
C-3P0
BB-8

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