As an avid fan of Han Solo, the iconic "rogue smuggler" has always been the defining picture of Star Wars (even above a Jedi/Sith wielding a lightsaber or ranks upon ranks of clean, white Stormtrooeprs). In the Core Set, we were given a smuggler and she is - in so many ways - everything you could ever want in a smuggler. Jyn Odan is fast, tech-savvy, and wields pistols like no one else. All told, she's fun to play as and we'll be diving into some of her options today.
Jyn Odan: One Pistol
Or Two
Let’s get something out of the way
from the get-go (I’ve said this in previous posts, but it bears repeating): Jyn’s starter weapon is one of the worst starter weapons in the game. Jyn’s Vintage Blaster gives you a
Green-Green combo (which admittedly has good, reliable damage at short range), and while
it can be trusted to get 4 Damage, the ability to surge for only 1 Damage makes it
hard to do more than 1-2 Damage (which admittedly will trigger Opportunist) against
your average Black die defense. Compared to other starter pistols, Jyn’s weapon
is decent (getting more expected Damage than Vinto’s Hair-Trigger Pistol, MHD-17's Sidearm Blaster, and Murne’s Diplomat’s Blaster but less expected Damage than
Gideon’s Holdout Blaster, Saska’s Modified Blaster, and Verena’s Military Blaster). If we're honest, none of the starter pistols hold a candle to other starter weapons (Gaarkhan's Vibro-Ax, Biv's Repeating Blaster, Shyla's Duelist's Blade, or Drokkatta's MGL-9 "Boomer"). For more info on Gaarkhan's weapon and Drokkatta's weapon, view our posts on them.
The Vintage Blaster could be better, but since Jyn requires a pistol
for her Quick Draw ability, the main
question you need to answer is this: do I use one pistol or two? Thanks to her Gunslinger upgrade, you can have two
pistols and you choose one of them for any attack you declare (but can use the
surge abilities from both). Since there are many pistols available in the game,
here’s a quick run-down of their utilities for Gunslinger:
Pistol Name (Set Required)
|
Tier - Cost
|
Attack Pool
|
Surge for Damage 2?
|
DH-17 (Core)
|
1 – 200
|
Yellow-Green
|
Yes*
|
Charge Pistol (HotE)
|
1 – 350
|
Green-Green
|
No
|
Hand Cannon (JR)
|
1 - 400
|
Red-Red
|
No
|
DL-44 (Core)
|
1 – 500
|
Yellow-Blue
|
Yes
|
DDC Defender (RtH)
|
1 – 500
|
Yellow-Green
|
No
|
DT-12 Heavy Blaster Pistol (Greedo)
|
2 - 600
|
Green-Green
|
No
|
434 Deathhammer (Core)
|
2 - 600
|
Red-Blue + Damage 1
|
No
|
Disruptor Pistol (BG)
|
3 – 700
|
Red-Green
|
Yes**
|
Sporting Blaster (Core)
|
3 – 900
|
Yellow-Yellow-Blue
|
Yes***
|
*Actually, it's Damage 1 + Pierce 1 ** Actually, it’s
Damage 3 *** Actually, it's Pierce 2
The weapons that can surge for
Damage 2 are excellent to have when you’re using Gunslinger – often as the non-primary weapon. We’ll show a few of
these options in our post today, but before you judge too harshly, remember
that all of these pistols are better than the one you start with and all have
their merits as excellent weapons (so don’t get tied up with one particular
weapon build that’s “best” for Jyn).
One final note I’ll say about
these weapons: pistols are (generally speaking) short-range weapons (1-4 spaces
away). While some (like the DL-44) have incredible range potential, most pistols
are intended to be used up-close. This can make Jyn very vulnerable to attacks
and she’s also one of only a few characters (Diala and MHD-17 unless
he gets his class card) who can’t increase either her Health or her Endurance
with upgrades. I don’t recommend running off on your own with Jyn – she needs
to stay healthy to keep her Endurance up, so don’t get wounded! With that, let’s get into it. .
. .
One of the great things about Jyn
Odan is that she can interrupt a hostile figure’s activation and perform an
attack against him. With this power comes the responsibility to position Jyn in
the right place at the right time (next to someone she can kill). Jyn’s Cheap Shot upgrade makes her Quick Draw slightly more potent by
adding a static Damage 1 to the attack results. But this got me to thinking: what if you could
interrupt to perform a free attack with your weapon after being shot at as well?
Enter the DT-12 Heavy Blaster Pistol. This gun (available in the Greedo Villain Pack) is remarkably
similar to Jyn’s beloved Vintage Blaster,
but is better in two key ways: first, instead of surging for +1 Accuracy, you
can surge for +2 Accuracy AND Pierce 1 (making it more likely that you do the
equivalent of 4 damage whenever you attack and guarantees at least Damage 1 +
Pierce 1 at Accuracy 4). The second reason it’s better is because at the cost
of 2 Strain (the same as Quick Draw),
you can interrupt after someone shoots at you to make an attack of your own!
To supplement the DT-12, we’re
taking Gunslinger and the DH-17 (which I actually think is the
better primary blaster): this weapon is dirt cheap (makes up for the 600
credits you’ll need to spend on the DT-12) and can hold two mods – I’ve chosen
the Spread Barrel (tap that for that
extra damage that you need at close range) though if you have the cash, you
should also look into the Overcharger (for when you run up against a figure with multiple defense die OR who is
rolling a white die and you want to guarantee they die). The DH-17 is more likely to surge and since
you can turn up to 3 surge into Damage 2 + Pierce 2 + Accuracy 2, it’s better
to use than the Green-Green alternative. Surge priority is:
1.
Damage 1 + Pierce 1;
2.
Accuracy 2 + Pierce 1; and
3.
Damage 1.
Besides Gunslinger and Cheap Shot,
we’ve chosen the Quick As A Whip
upgrade – giving you the ability to scoot one space (not movement point) after
being shot at (perfect for getting closer before unloading with the DT-12).
With all the strain going around, I also recommend Get Cocky – you can choose to become Focused if you want to up your
damage profile, but I prefer to remove the 2 Strain – guarantees that if you
use Quick Draw to finish someone off, you can remove the Strain from that
interrupt to trigger the DT-12 when his compadre activates and takes his
vengeance on you. Finally, we cap it all off with Smuggler’s Luck. Jyn should always take Smuggler's Luck FIRST. There is
nothing worse than opening a crate and getting something you don’t like (or not
drawing the pistol that you want in the Rebel Upgrade stage) – for 1 XP,
getting a re-do on the crate reward you drew AND getting an extra equipment
choice is fantastic (and let’s face it, rerolls on attribute tests are awesome
too).
Upgrades to purchase - 10 XP: Quick As A Whip (1), Smuggler’s
Luck (1), Cheap Shot (2), Get Cocky (3), Gunslinger (3)
If you’re looking at all the
expansions thus far and you want maximum damage from a pistol, you need to get
the Disruptor Pistol with the Plasma Cell. Coming in at over 1000
credits, you’re looking at an automatic 2 Accuracy with a Green die supporting
it (so Accuracy 3-5) and TONS of damage. Thanks to the Plasma Cell, any surge you
get turns into damage and the first surge turns into 3 Damage! Against a Black
die, you’re expected to do 3-4 damage (that’s 5 damage with Cheap Shot on your Quick Draw), which is painful for any figure to have to endure.
With this weapon build, Jyn does a TON of damage.
The “concentrated fire” build for
Jyn is pretty simple: give her the strongest, loudest gun you can find and have
her shoot holes through the enemy as fast as you can. To maximize on all this
damage, we’re taking BOTH of Jyn’s 4 XP upgrades: Trick Shot and Sidewinder.
Since you can do an overwhelming amount of damage, you want to be able to pick
whatever target you want. With Trick
Shot, you can choose a space within 3 spaces (but it doesn’t have to be
within line of sight) to use as your point of view – this is a great way to hit
figures who are standing behind another figure OR are hiding behind
impassible/blocking terrain. Your accuracy is still drawn from you, so be sure
to pick someone close by that you can’t see if you want to use this ability
(comes at the cost of 1 Strain, so you don’t NEED it). Sidewinder is (in my estimation) the better skill: after you
attack, you may move up to 2 spaces (not 2 movement points), which becomes 3
spaces if you are healthy thanks to Opportunist.
This gives you (almost) a free movement action every time you attack –
allowing you to shoot twice on your turn AND once during a hostile figure’s
activation and move 6-9 spaces (depending on whether you did damage with each of your
attacks)! Jyn is a Speed 5 character, but with this build, you can basically
perform the equivalent of a double move WITHOUT USING A MOVE ACTION!
If you want to get some power out
of your weapons before reaching Tier 3, I recommend the DL-44 or the 434 Deathhammer
– they’re fantastic weapons (and the Deathhammer comes in just slightly below
the Disruptor Pistol for overall
damage, so if you never see the Disruptor Pistol, that's okay). The Charge Pistol is a good
Tier 1 option too if you don’t get the DL-44 (and of course the DH-17 – but we’ve already covered that
one).
Upgrades to purchase – 11 XP: Smuggler’s Luck (1), Cheap Shot
(2), Trick shot (4), Sidewinder (4)
If you recall our post two weeks
ago on Vinto Hreeda, you’ll remember
that there’s a build for him that allows you to perform many attacks a turn,
thanks to the DDC Defender. As a
Tier 1 weapon, it’s really good – 3 attacks in 2 actions anyone? Well, today we
present the same option with Jyn,
except this time we’ll be pairing this weapon with the DH-17 (which we’ve already looked at above) and tacking on the Charged Ammo Pack. With your 3 attacks
each turn from the DDC Defender, you’ve got the following surge priority:
1.
Damage 1 + Pierce 1;
2.
Damage 1; and
3.
Damage Power Token (which you can use first if
you aren’t going to be able to crack your opponent’s armor).
While the DL-44 provides better damage than the DH-17, it costs more than the DH-17
AND the Charged Ammo Pack. Yes,
getting Damage 4 from 3 surge is probably better than Damage 2 + Pierce 1 +
Damage Power Token, but the Damage Power Token allows you to bank a token when
you’re already killing your target (which the DL-44 doesn’t give you). Unlike
the last case, you’re expecting to get 2-3 Damage past a Black die (only 1
point less than the previous), but you can get this build at Tier 1 (early in
the campaign) versus at Tier 3 (at the end of the campaign). You can also do 3
attacks with it (four with Quick Draw), giving you roughly the same damage output.
For upgrades, we’re taking Cheap Shot and Smuggler’s Luck (duh – they’re just nice to have), as well as Gunslinger and Sidewinder (duh – we’re taking two pistols and we can get 8-12
spaces of movement without using movement actions). While this is an incredibly powerful build, there is a key question that you'll need to answer:
Which upgrades do I get first?
Sidewinder is great for action conservation, but it’s expensive and
will keep you from using Gunslinger
early. Cheap Shot is probably
your least necessary upgrade, so in a short campaign, you might want to take Sidewinder and Smuggler’s Luck early and save up for Gunslinger and Cheap Shot
later (talk someone else into holding the DH-17 for you until you can
Gunslinger with it).
Upgrades to purchase - 10 XP: Smuggler’s Luck (1), Cheap Shot
(2), Gunslinger (3), Sidewinder (4)
Jyn in the Skirmish
Game
Jyn Odan has come up in one of our Skirmish Upgrade posts already (Smuggler’s Run). For only 5 deployment points, she's fast, decently healthy, and has Cunning (to get more Block out of that White die). Her surge abilities are good, allowing her to turn any surge she gets on her Green-Green combo into Damage (and she gets both Stun or Accuracy out of it too). True to her campaign version, she can interrupt once per round to attack someone with Hair Trigger (works basically like Quick Draw) - great for cleaning the clock of someone you almost killed (or taking out a perfectly healthy Regular Stormtrooper). She's a great addition to any Smuggler list (be they Rebel or Mercenary) and I highly recommend her.
In our next post, we’ll be
changing from our short-range sharpshooter to the first of our long-range
sharpshooters with Mak Eshkarey.
While his fellow sharpshooter Loku Kanoloa can gain more
Accuracy than any other figure in the game (we’ll talk about him in two weeks),
Mak is the only character who gains special bonuses from being far away from
his targets (and this leads to some interesting weapon and upgrade choices).
Until next time, happy gaming!
No comments:
Post a Comment