On a remote asteroid in the Corellian system, Private Jostero strokes his beard as he plots his next move. With the Galaxy conforming to the new 2.0 rules of engagement, and the Scum Faction jockeying head to head with the Empire, credits are ripe for the taking and he’s got just the crew to help him get rich.

“It’s time to bring back the Silestro Privateers.”

As his Kihraxz fighter speeds off the asteroid, a gust of wind reveals a hidden sign that reads:

Rayless Lantern: Home of the Silestro Privateers

His first visit was to the merciless Boba Fett, who had already recruited a gruesome crew to fly with him.

Boba, being tanky with access to multiple re-rolls, thrives in the thick of the fight. Not only can he hit hard, he can also be hard to stick damage to. Boba’s prowess in the Firespray is well known and need not be belabored further. His accomplices, however, may need some explanation.

Ruthless and calculated, IG-88D’s ability to give Boba two calculate tokens each turn counters some of the preeminent strategies in the game while providing Boba enough mods to get in the thick of the fight. Calculate tokens ignore Palob Godalhi, who has been showing up in winning lists since 2.0 started. Furthermore, two calculates insulates you against Darth Vader crew. Sometimes calculate doesn’t feel as efficient as focus, but with access to re-rolls you’re hardly in a bad spot.

To measure Dengar’s experience on the battlefield, look no further than his scar covered face and dented battle armor. Dengar’s ability to strip tokens or damage enemy ships engaging the Firespray make him perfect for winning an attrition war. Stripping tokens for lower engage ships, like Spacetugs, allows them to stick some damage. This adds up over time, especially with the prevalence of low agility ships in the meta. Fear of taking damage from Dengar and drawing Jostero’s ire generally leads to Boba making it out of the first engage unscathed.

Equipped with proximity mines, Boba’s Firespray can really punch through some explosive damage. Enemies who fly over (or get tractored onto) proximity mines can get hit hard, especially if Jostero has the chance to get a bonus shot on them. While other crews might prefer proton bombs for more spread damage, the Silestro Privateers are focused on blowing up enemy ships one by one. The ability to drop a proximity mine directly on an opposing ship must not be understated. Scrum heavy fights are common amongst Scum lists, which is a popular faction. Dropping a mine directly on top of an enemy Spacetug or 4 Lom, coupled with a bonus shot from Jostero, could drop them before the System Phase is over. Having access to this kind of damage in the Systems Phase gives the Silestro Privateers an edge in close combat. Proximity mines also allow for great zone control with the threat of a Spacetug’s tractor beam looming.

After his visit to Boba, the next logical step was to recruit his former mentor, Aurra Sing. Much to Jostero’s dismay, Sing had met her demise at the hands of Tobias Beckett. Beckett, tactful and deadly, would make a great addition to the squad in Sing’s absence.

When Jostero finally tracked down Tobias Beckett, Becket was running schemes with a small crew of Jakku Gunrunner’s. Gunrunners have cemented themselves as a powerhouse in the new world and would be an unexpected boon for Jostero.

Beckett, the quiet strategist who always comes out ahead at the end, perfectly rounds out the Silestro Privateers. Getting the last say on how the battlefield looks before engaging gets the most out of your Spacetugs, who want rocks in the thick of the fight. A more gummed up board gives the extremely versatile Gunrunner more room to disrupt their opponent.

While recent tournament results have demonstrated the power of this cheap ship, it is still worth exploring why they’re great in this list. Gunrunners can tractor enemy ships onto rocks or into proximity mines and potentially proc Jostero’s ability. They can fly together to zone off ships, leaving Boba unchecked. They have a wacky dial that makes them super unpredictable and a quiet terror in the late game. They might see a point adjustment in the future, but until January they are kings in this new 2.0 world.

With his recruitment pitch now complete, Jostero charted a course back to Rayless Lantern. Deep within the asteroid’s tunnel network, the first rendezvous of the new and improved Silestro Privateers would take place.

As he flew home with a nervous glee, Jostero began to think of all the ways his new team would enable him to wreak havoc across the galaxy.

“Dengar damage…Proximity mines…asteroid damage…,” he murmured to himself. “Hell, even accidental friendly fire with bombs or Deadman’s. Boy, wouldn’t that be the dream.”

Lost in the wonderful world of possibilities building in his head, Jostero nearly crashed into the Rayless Lantern on his arrival. Waiting for him on the platform was IG-88D.

At a full 200 points this list is armed to the teeth with all the weapons necessary to combat any crew you might face at your FLGS and beyond. Losing the bid isn’t the biggest deal with low initiative pilots such as Gunrunners leading the charge. If you are given initiative your proximity mines will happen first, which is a hidden boon that can combat pesky abilities like cloak. Additionally, Tobias Beckett allows you to fight every battle on home turf – a small price to pay for losing the bid.

In a dimly lit room deep in the tunnels of the Rayless Lantern, Jostero looks upon his team with glee.

“Time for our first heist. I heard a shipment of first wave prizes are headed to a nearby star system.”

If IG-88D could show emotion his smile wouldn’t hold a candle to Dengar’s contorted face.

As the Silestro Privateers speed off Rayless Lantern on their way to their first job together the deep, confident voice of Dengar booms out of the back of the Firespray:

“Hahahaha! I can’t believe I’m gettin’ paid for this.”