If he's flown into trouble and going to receive multiple attacks in a single round, Counter-Measures allows the Jumpmaster to mitigate some of the damage before the opportunity comes up to destroy enemy ships and regain the card back.
Finally, I've gone on about Expertise in the past, however it is simply difficult to ignore. It has amazing utility and its value only increases with the more shots you take - something Dengar is wonderful at doing.
Even though his wingman is a mere generic, he's configured to hurt and certainly is no slouch.
I like both versions and I think it is down to personal preference. Tail Gunner is fantastic after the initial joust, whilst Burnout SLAM is great for re-positioning the Firespray one the enemy is out of range, or doing two 4-manoeuvres or 3-manoeuvres in a row to ensure the red dice start moving from the second turn.
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