First up, we look at “Zeb” Orrelios in the Attack Shuttle and Sheathipede Class Shuttle. Each ship offers a different benefit while docked with the Ghost, but, in my opinion, neither makes a stand out ship as things currently stand, but, that doesn’t mean they can’t feature in a list, just, maybe not as the lead ship. “Zeb’s” ability is great for his survivability, and holding off on critical damage as long as possible.
Here, you can find a list designed to use the Sheathipede as a vessle for actions for ships who may be performing red manoeuvre, and would, thus, skip its action step, allowing for some interesting moves, or, for performing linked actions, followed by a blue manoeuvre, then gaining another action. Tricky to pull off, but, a focus -> boosting, locking (or rolling) Wedge is any opponents nightmare, similarly, a locked Tallon Rolling Ten Numb or Braylan Stramm is just as nasty.
I’ll leave the Attack shuttle for now, as that has featured in a few lists alongside the Ghost and other ships. One of the benefits the Attack Shuttle brings over the Sheathipede, while docked to Ghost, for “Zeb” is the number of attack dice and the bonus attack granted if anything tries to chase it down from behind.
Up next is AP-5 in the Sheathipede. AP-5 is the cheapest of the Sheathipede pilots, and the lowest initiative, which could make it better at getting higher initiative pilots to get their abilities to trigger.
Using AP-5 here really allows either Han, the biggest target possible, to make some extra use of his ship and action bar, or, allows Kullbee to dart and dodge around the board, opening and closing his S-Foils as the situation demands it. In my opinion, the beauty of this list is that, at first glance, AP-5 is the least threatening ship on the board, until he gets going. Hopefully, if things pan out, before he really gets going, your opponent will have committed to focusing down on the ship they perceive to be the biggest threat, which is usually Han. I went with Ion on Kullbee for two reasons. First, it gives a measure of control, as well as pushing damage, and the second is that it could line up a ship for either sniping by AP-5, or a range 1 shot from Han.
Next up, we have the artistic Mandalorian, Sabine Wren. In this list, I’ve given her an Ion Canon, Lando, and Debris Gambit alongside Dash and a Z-95 with homing missiles. The idea here is for Dash to do Dash things, while Sabine dances into blind spots and either ionises opponents or unloads with a primary weapon attack on a weakened target. Debris Gambit, in the obstacle field turns her linked evade from a barrel roll white, leaving her dial open, and gives her the opportunity to trigger Lando for more evasion or focusing.
Next up, is the young Force user, Ezra Bridger. Ezra’s pilot ability makes good use of his single (recurring) force charge, by using the fact he is stressed to double the effect of the Force by doubling the dice he can change. Ezra also unlocks Maul for the Rebels, but, aside from adding a recurring Force charge to whichever ship he is on, there is little benefit, currently, to taking Maul, unless you have space in your list you can’t fill otherwise.
With these things in mind, unless you have the other pilots engaged in different roles, he is rather expensive to fly either of these ships. However, if you want to put him in the Attack Shuttle, then perhaps this list could do something for you.
Here, you have Hera using as much information as possible to get Ghost where you need it, either bumping and unloading, or repositioning to avoid getting shot, while still being able to take a shot. Roark is there to give Hera a boost in order to try to destroy anything she’s touching or close to before there is an opportunity to receive fire. Ezra has Heightened Perception in order to activate at the same time as Hera when undocked, and using Maul as a Force Battery.
This list works along the same principle, aside from swapping Roark for a Gray Squadron Bomber to annoy opponents with Sabine’s tricks while causing damage, and using the Sheathipede to boost actions where required if undocked.
Our last Attack Shuttle pilot is Hera Syndulla. I’ve struggled to build an “effective” list with Hera piloting the Attack Shuttle, as there seems to be no real benefit in points, unless on a ‘Headcanon‘ basis. Which means having a mission in mind as to why the ships are where they are, and what they are supposed to be doing.
With so much that could be going on that we just don’t see, we can almost always come up with a reason why names are where they appear on the table. With that being said, I see the linked list as a Wookiee Escort mission, while the Ghost is off doing Rebel things, as a favour to the Wookiees who, perhaps, have just been recused, and Ghost has drawn the Imperials away, leaving Hera and Sabine to defend the Wookiees while they make repairs before fleeing the area.
Finally, we come to Fenn Rau in the Sheathipede. An annoyance in 1.0 that has been reduce slightly due to the 50% increase in his points. His ability has remained the same, as has his activation stage. Generally, moving last, he can still boost the actions of a lower Initiative pilot, while denying an opponent thier dice modifications through tokens.
Here, we can see that, through a smattering of Swarm Tactics, Fenn grants his Initiative to your whole squadron, during the engagement phase, while backing up the Z-95 to get a fully modded shot off with its missiles. Once the missiles are spent, or, if you have to break formation, Fenn can back up either B-Wing to give it a stress token if the situation presents itself.
There we have it. That’s my look into these accessories for the Ghost, and whether they can handle themselves as part of a larger squadron, or for working with or backing up other ships. As always, I am interested to hear about your other uses or fits for the ships I talk about, either on here or whicherver Facebook post you wish to comment on.
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