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It actually gives him better sustain since he can still use recover (green would probably be too good).
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So what if they are? Also, there's more then plenty of characters in the movie who are men. -
Out of curiosity... Is EVERY Star Wars main character now gonna be a chick?
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It'll be interesting to see how the new guy Ko-Tun compares to Saska.
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a.) A game is different from a movie.b.) Verena's ability is that she takes the weapon of a dead person and uses it, not that she has super strength, agility, or sassy-pants.c.) Look at Game of Thrones... The only combat-able woman is freakishly large and strong. They don't even try to have any other woman actually fight, they use poison, deception, and stealth. This character looks more like Daenarys than
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Yeah I can see but I'd still rule it as legal: you're arguing the melee attack from "perform the melee attack from C&P" (from stay down) is not the same as the melee attack from "while performing C&P, the melee attack". Simply because Stay down didn't specially say anything about C&P itself and only mentioned the melee attack from C&P Easier reading version: an action A contains B -
The subject became a discussion on women being physically equal to men. I don't have a problem with women being soldiers in a combat unit in the movies. I very much like Vasquez in Aliens. What I have a problem with is that stealing the plans to the death star is left to some street urchin, petty criminal, and not professional commandos. If the woman was a professional commando, like one of my favorite -
See the Twin Shadows campaign guide p.5: During skirmish it works like normal. During the campaigns, heros can not use surge abilities with such attacks. Edited October 6, 2015 by jacenat -
Well at the very least there's "Crushing Blow": Exaust this card while performing the [Melee] attack of "Close and Personal" to choose one of the following:The attack gains:[su]: Weaken, StunThe attack gains:[su]: +2[Dam] -
Women handle pain differently. Women handle emotions differently. Women think differently and approach problems differently.NONE of these differences are "bad" or "worse". The *are, however, less suited to warfare and armed conflict. So why does Disney insist on casting women in roles where they have to be good at being men, rather than casting women in roles where they can be good at being women? -
As I said, I'm not trying to insult women. I dated a woman Marine for a bit. I've met plenty of women in my 2 years of Army and 20 years of Navy that I thought were dutiful professionals I was proud to serve with, but as Sam said, there are things women are better suited too, and combat arms is not among them. For all this talk about giving women bigger roles -
Also they he is allowed the surges in Skirmish: -
He has class card upgrades that he can purchase that allow him to use the surges from S&P.Also, you can use the Surges to recover, which is pretty cool, because you can potentially refund the entire strain cost of S&P if you recover on both attacks. -
Even if it is just a random Extra in the film it would be amazing of Disney to say yeah this guy is Fenn -
He looks competitive for me, especially when attacking targets with high health points. His double attack looks good.Is he around during tournaments or does he have he some disadvantages I am not aware of? -
Playing Jabba's Realm with the finale still to go, Rebs are Shyla, Onar, Davith and Saska, Imp is playing Hutt Mercs. I picked Saska to help Onar (and she has) but it turns out vs. that Imp deck she really frustrates the Imp player. Shyla has had the last Bounty Token for the past one and a half missions and is getting almost every device/shield token from Saska. The Imp player has been concentrating
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Agenda first, story after.I dont expect they agonized at all over the casting of General Hux, but Abrams was concerned enough about the agenda to cast Cumberbach as Khan. Hiddleston gets to be Loki, but were going to make Thor a woman. Baron Mordo can be made black, but only because he's not really the bad guy, and Tilda Swinton is perfectly cast as a 100 year old Asian man.But what of Star Wars -
Just downloaded this to my phone. This looks amazing and I can't wait to try it! -
Biv Bodhrik Summary: Biv is a tanky ‘melee’ character with a lot of single target damage. Close and personal is Biv’s main damage source. There are a couple of problems with it: firstly it doesn’t have surges to increase its damage, secondly it can often lead to overkilling targets and effectively wasting strain. I’d estimate the worth of most abilities on hero cards as 2 or 3 xp depending. Deadly precision is strictly worse (by a lot) than Diala’s 1 xp force adept. Sometimes I’ve gotten good use out of Advance. Other times it won’t get Biv any closer to where he needs to be. It’s useful but I’m not sure how much. Shake it off is much like wookie fortitude in that it offers recovery, particularly of conditions. The effect is weaker but the strain recovery is more useful and Biv ... more likely to take attacks than Gaarkhan. 3 spaces is a long way. This means Into the fray is nearly always on and makes Biv immensely tanky. Crushing Blow takes care of half of the problems with close and personal. It exacerbates the second but that’s the less serious one. Exhaust is only relevant with his two four cost cards. Vibrobayonet does pretty much the same thing as close and personal except its more powerful but has a much higher opportunity cost. If Biv wants to use it he has to pass up plasma cell, disruption cell, the DXR-8 and other stuff. Hatting notes most people suggest Vibrobayonet early to "make C&P worth doing and still being able to recover strain". Trophy armour is slightly better than laminate but I feel like 3 xp is a higher cost than 700 credits. Something very similar to No Escape
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very flashy with the lightsaber and Force powers, or one who is more of a support character. It doesn't explain how her lightsaber ends up on Yavin IV at the end of her side mission, but I just explained that away with "The Force works in mysterious ways." If certain things in the campaign manual contradict the backstories I've dreamed up, I just omit that when playing. I like your backstories for Biv and Mak way better than mine, although I like the contrast between him and Saska. My Mak's story ignores the source material completely, but I found what's there is pretty sparse. Fenn Signis – Fenn is a well-known hero of the Rebellion. He was born on the planet Alderran, but he has lived most of his life on planet Onderon. This planet was initially part of the Separatist movement during the Clone Wars ... meaning he was supposed to stay behind, receive orders from Alliance command, and follow them to the letter, however he has long had a flair for dramatics, and may have his own plans. Gaarkhan – Gaarkhan has two brothers, one dead, the other enslaved on the planet of Bakura. Gaarkhan has sworn a life debt to Jyn for her helping him escape from Szark, although he longs to try and liberate his brother from Bakura. Biv Bodhrik - Biv is part of the team of Rebels that are on the Corsair including Fenn, Gideon, and Diala. Like Saska, he was born on Tatooine. Unlike Saska though, he did not come from a background of privilege. Biv’s family were moisture farmers, and during the Great Drought following the Clone Wars, Biv’s family went deep into debt to the Hutts to keep their farm. This led to illegal contraband eventually being stored
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have an external source of extra surge. Grade Legend: Grade A: Best in tier Grade B: Generally inferior to grade A but good for certain characters due to abilities/skills Grade C: Vastly inferior (usually on par with previous tier) but has some niche uses Grade D: Better off removed from the deckRanged Tier 1DL-44 BY, ~2d, ~1d2a, 2 mod, 500cr Best with: Tac Display/Plasma Cell/Spread Barrel; Tac Display[Jyn] Best Character: Jyn, Verena, Biv Grade: A The DL-44 is a very strong tier 1 weapon with a high damage potential with its 2 mods slots. It is good on any ranged character but should be a high priority for Jyn or Verena if they are in the group. Biv also likes it for its higher surge potential and its 2 mod slots.E-11 GB, ~2d, ~2a, 2 mod, 400cr Best with: Plasma Cell [1], Plasma Cell+Tac Display ... gets the edge in tier 1 but if you give the E-11 plasma cell, it becomes on par again. This is a good all round weapon for any ranged character that isn't picky over the type. Fenn can use the blast mod + Tac Display to strong effect. Hand Cannon RR, 1a, may -1d for +2a, 1 mod, 400cr Best mod: Plasma Cell/Spread Barrel/Marks Barrel Best with: Onar, Loku, Biv Grade: A- With no mod/marks barrel, it does slightly less dmg than DL-44 w/ Tac Display, assuming you don't take the extra accuracy. In tier 2, if you add Plasma Cell/Spread Barrel, it is around on par with the other Tier 2s with 1 mod (Tho Deathhammer is slightly better). Its biggest detractor is that it is not very good if you take -1 dmg for extra accuracy. Not a mod, but this weapon benefits -
finished the TS mini campaign yesterday evening. We wanted to get the full TS experience so we agreed to play everything new so my rebel playmates had to pick the new content (Biv and Saska) and I had to pick the new class. So there we was with me playing Inspiring Leadership (Field Officer, Supervisory Agent, Press On, Strategic Planning, Noble Sacrifice & Field General) and I never didn't get it to work for me. Granted it is a hard class to play but I thought I would get some value out of it at least. I believe that most people agree that most other classes are far superior to Inspiring Leadership so I didn't expect a whole lot from it tbh. I won the first mission but lost the following two and was had pretty much resigned to the idea that this would be a walk ... park for the rebels and I would just play it to give them a fair fight. The rebels were Mak, Gaarkhan, Biv and Saska. Much to my surprise I had incapacitated all but Mak by the end of round 6 and I think we were all kinda dumbfounded. We played through the core campaign a few months back and was impressed with how well balanced every mission is and how this mission felt like the Imperials just steam rolled the rebels. They were geared to their teeth and didn't really make and poor choices. Mak had a two unlucky dice rolls which didn't take out the terminal to the weapons console in one round but other than that we were all playing to the best of our ability which is usually very high and analytical. But in the end I basically swarmed them and had superior amount
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just did it last night. I used Biv, Mak, Jyn, and Fenn. I was doing it so I could write about it in a fictional form. Anyway, as was said, you have to keep moving. The dice did go with me in the beginning and we managed to cripple the existing forces in round one and make big gains towards the door . The imperial countered by using threat to restore 1 trooper to the 1 remaining the squad. I managed to finish off the patrol, get the crate, and then be ready for the E-web. Biv got perforated by the E-web and the troopers coming out of the supply room. He was already damaged, and now he was wounded. Mak and Fenn moved foward. Make took a shot at the E-web, doing some damage, while Fenn began shot the terminal. The crate did give us the grenade ... that was good, as it would come in handy later. At the start of round 4, Biv charged the E-web and took it out with close and personal. I wish I would have been able to shoot a different target after that. The Stormtroopers "killed Biv off" Fen hit the group with blast, and Mak finished the terminal while Jyn fought a probe droid coming in from behind. Anyway, I killed the troops and Mak and Fenn rush in. It was in round six, after using a grenade in 5 to kill an officer and cause damage tot the terminal that Fenn and Mak were able to finish off the terminals. It came down to Fenn's final shot and managed to get the two damage he needed. I think it ended with Jyn having 5 damage. Mak having 4 and Fenn having 10. All were strained -
start at the bottom. C-TierBiv Bodhrik:I know a lot of people like Biv, I just can’t understand why. Of all the heroes in the game, he has arguably the worst starting weapon. The red dice is obviously brilliant, but for a character who wants to get in close and personal, his only surge option of +1accuracy is laughable. His yellow+red in combat is maybe ok-ish, but it is severely limited by not having any surge options base, having to be adjacent and costing 2 strain. His 13-4-4 statline is decent as is his ability to re-roll an attack die for a strain. His main problem is that he wants to be a frontline fighter, but that he doesn’t have a proper gap-closer Skill cards:Advance: Not really good enough. The possibility of moving extra spaces is always good ... situational.Trophy Armour: About the same as a laminate armour. A laminate armour isn’t worth 3xpVibrobayonet: Again, it is not a bad skill per se, it just isn’t that good either. You will probably use “Close and Personal” only once per turn, which means it is a few more damage each round. By no means horrible, but it isn’t good and heroes need some good skills to shine…Stay Down: Biv has 4 endurance. “Close and Personal” costs 2, this costs 2 and he doesn’t have a gap closer. On top of that, there are other heroes who do more damage and they don’t have all these restrictions.Final Stand: This isn’t even not good; it is close to useless. My opinion is that this is the worst 4xp skill in the game. It is even bad by Biv standards. It is actually a gap closer -
them. And the way they want to interact with he seller (through one of 3 attribute test) is also based on their choice. They will even be given the choice to step up in a possible altercation between imperial patrol and a rebel figure to earn them as a one-time ally in a future mission (unless they unlock the ally per the rule at a later point). (one such scenario could be Biv being ambushed by a patrol leaded by Kayn Somos, if of course, Biv is not part of the rebel heroes. If they succeed in helping Biv, Biv can be earned (using his skirmish deployment card) as a one-time only ally in an upcoming mission of their choice. If they fail, heroes could retain part of the damage they suffered when entering the next mission) Yes I do that already, but without the limitation you suggest