Talk:Ghost Expansion Pack/@comment-50.110.203.185-20180311164354

Kaanen vcx: title, fire control system, sync turret, recon spec, han solo crew.

Docked zeb attack shuttle w phantom title only.

Lowrick: Jan Orr's crew, c3p0 crew, trick shot.

This has been my secret weapon for awhile now, but I never get to go play competitive as much as I would like. Ghost is such great ship but its potential is far beyond running around trying to keep enemy in twin laser range. Take a look at my squad above. It uses uncommon upgrades and combos so it may not be clear what I'm on about. It features extreme firepower and impressive defense capability.

I'll go offense first. This vcx is used very diff from conventional popular builds. It wants to be in closer ranges. So you fire 4 dice primary forward, FCS give you the TL needed to fire the sync turret at end of round. Fire sync turret, use its in primary arc ability for free rerolls of attack dice instead of spending TL to reroll. Then you use han solo crew to spend your TL to change focus results to hits. So in short, when firing forward your second attack at end of round always has equivilant of target lock and focus. Its passive, so even if stressed it always works.

Next defense. As I mentioned earlier this ghost prefers closer ranges. Which can be bad place for 0 agility ships. But not these ships 😃. Every round i can negate an entire standard 3 dice attack  no matter which ship is the target. Kaanen has focus evade from rec spec n lowricks Jan crew. Lowrick has a reinforce token. If you attack kaanen he spends 1 focus to nerf to 2 dice, spends evade token for second dice, lowrick spends token to negate the third. If you had attacked lowrick instead, kaanen spends focus to nerf to 2 dice, reinforce token negates the second, guessing 0 evade results with 3po negates the third.

You fly the 2 close together as possible and rushing enemy at close range is the tactic. Enemy must go shot for shot or run\arc dodge to have a chance. This squad has weaknesses just like any other, but enemy cannot engage close up and have any hope of outdamaging. Instead of being chased around and trying keep enemy in twin laser ranges, its the enemy who must run away or be crushed.

Hopefully I've explained properly enough to peak interest. Take this and go use. Go go