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==Fireball== Gotta go fast! The fireball is a modified racing ship and it shows. While it's actual dial is nothing truly impressive,. it's ability, Fireball with wings, makes it unique in two ways: first at the start of the game it takes 1 damage, so in practices it has six hull, and second it can expose one of it's damage cards after it SLAMsin order to remove the disarm it gets from SLAMing, so it can move, SLAM, then shoot at the cost of a crit. Worth it? depends on the pilots. It does combo well with Electronic Baffle so you can take one damage, to get rid of a red token (like stress), then use the damage to fuel fireball with wings so you can shoot after a slam. =====Pilots===== A note about the pilots, SLAM is an action, which means it's more powerful on pilots with high initiatives. That way they can use the SLAM to either get a ship that has already moved into there cross hairs or dart out of trouble. The latter any ship can do, but the former is one the fireball excels at since it can remove the disarm to shoot in the same turn as the slam. Hook up Advance slam so you can focus after you slam and proton rockets and you have a nasty little close range missile platform. * '''Colossus Station Mechanic''': Standard pilot, but can't take full advantage of Explosion with Wings since it's Initiative is only a piddly 2, so it can't pull out maneuvering shenanigans on anybody of note, but of course they can slam to get out of trouble easily enough. Combos well with ability's that let you look at enemy ship dials. * '''R1-J5''': Only Initiative 1, so R1 can't use slam to really fly around on ships that have already moved to line up attack runs, additionally as a droid he can't focus, so he can't use proton rockets, and Fireballs lack a targeting computer for heavy weapons. His ability lets you look at your damage cards before you expose them, to try and get the least bad crit effect, but he can't do as much with those slams. A probable pass * '''Kazuda Xiono''':Hay look at this guy I've never heard of. not bad though (literally the main character in Star Wars Resistance, so yeah, not heard of), if an enemy ship has higher initiative then your damage cards (So at game start 2) your guns do an extra damage. Not bad, but does get worse if she starts takeing hits. Would be better on a less masochist ship. As is, avoid Electronic baffles and avoid getting hit at all cost to keep doing constant damage. Take R5 Astro to repair at the start and shield upgrade if you can afford it. * '''Jarek Yeager''': [https://en.wikipedia.org/wiki/Chuck_Yeager| Wonder who this] [[Original character, do not steal |guy is named after?]] Anyway, Jarek can push the fireball even farther able to pull off basic red maneuvers even if stressed, and advanced red maneuvers if he's critically damaged. . . and he's in a fireball he WILL be critically damaged, so long as he does not get more then 2 stress tokens. So basically Jarek can pull off two red moves in a turn if he has to pull a U turn to get into position.
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