Talk:Quadjumper Expansion Pack/@comment-99.203.29.185-20181103215601/@comment-454133-20181106003658

I'm fond of Viktor Hel with Stealth Device. The enemy can be very nervous about targeting him because of the stress, and he's not a bad ship with Vaksai even after losing stealth.

Quadjumpers are a lot of fun, but I'd fly 1 or maybe 2 at most unless it's a silly casual game (IMO don't buy more than 2; if you want to fly 3 or 4 or more on occasion, see if you can borrow from someone). They're solidly in the support role, as mentioned above, lacking the firepower to finish enemies or the defense to muscle through attacks effectively, at least in first edition's later meta. Again, in a really casual game where everyone is flying janky lists, the possibilities change a bit.

Always give them Spacetug. When they're paired with more threatening ships to draw the enemy's fire and attention, they can be very abusive, flinging foes onto obstacles, compromising their defenses, or otherwise messing with their plans. Spacetug is all the joy of a tractor beam, but with no attack/defense rolls to worry about, and it often happens before they move, so the results are hilarious. I like the cheapest pilot, as their spacetug works best at low pilot skill (act first so you know where your maneuver will take you relative to foes, so you get them in our spacetug arc + range; and then they activate and plow through asteroids or bump, etc).

Is the Force Awakens core set all you're getting? If not, Intelligence Agent is a good upgrade if you happen to have it, since that enhances their support role and informs how to move the foe with spacetug. If you somehow acquire Pattern Analyzer or are allowed to proxy it, that's a good choice for their spacetug shenanigans (e.g. reverse bank and spacetug the foe again).

I hope that helps!