Talk:Biggs Darklighter/@comment-122.59.183.27-20161005055817/@comment-27666888-20161005064648

With all the heavy hitters entering the game (4 Attack standard, effective ordnance) I've found Biggs gets increasing utility from R4-D6. With that astromech, Biggs never (well, rarely) takes more than two damage per turn. Chuck an Integrated Astromech in there and you can discard the first 'Direct Hit' too.

If you're using him as extra hull for a Large-base ship, consider Tactical Jammers as well. Always keep Biggs on the wrong side of your opponents. He'll get an extra defense die, and maybe negate that damage further.