New details about the xwing in the transport

By pgarfunkle, in X-Wing

Bombers will also be immune to the stress effect from Flechette Torps which will be a nice boon to them.

I don't see why this is, can someone please explain?

FT only causes stress to ships with 4 or lower hull value. I'd guess it applies to current hull, rather than base.

The flèchettes only inflict stress on ships with 4 or lower hull values, thus bomber is immune.

@slugrage, your hull value doesn't go down during the game, it is just a convenient shorthand to think of it like that as you accumulate damage cards.

Edited by Forgottenlore

Bombers will also be immune to the stress effect from Flechette Torps which will be a nice boon to them.

I don't see why this is, can someone please explain?

FT only causes stress to ships with 4 or lower hull value. I'd guess it applies to current hull, rather than base.

Your hull value never decreases, you only stack damage cards and your ship is destroyed when you have the same number of damage cards as your hull value

I just noticed R3-A2 doesn't require you to not have a stress.

Interesting.

With several stress tokens you won't perform an action for a long time. Which is not relevant if you are about to die anyway. Consider the stress tokens you hand out a parting gift.

Edit:

R3-A2 might be an excellent choice for Biggs. He dies sooner than with R2-F2 but all those stress tokens ...

This is not how I had played R3-A2. Putting him on a rookie that hung back at R3 and took pot shots at enemies that are within range while doing 1 speed maneuvers seemed to be the best use of the droid + x-wing. Think of that combo as a long range action denial mechanism. Add to that the chance of having a 2 assault missile bandit pair and also Luke with R2-D2 and shield upgrade (I am pretty sure that fits) and you might have room for one more GSP with PTL. It is an effective anti swarm, anti big gun, high survival, action denial list.

EP IV: A LAST HOPE



It's a period of civil war.


Rebel spaceships, striking with


awesome pilots and top-notch


upgrades have won yet another


battle against a desperate


Galactic Empire.



During the battle, Rebel spies


stole with ease secret plans to


the Empire last resort Weapon,


The Hope Star, an armored space


station with enough power to allow


the Empire to finally start winning


some battles.



While the Empire's few remaining


Aces try to hold rebels at bay, Darth


Vader races across the galaxy aboard


his starship to recover the plans that


can save his people and restore


balance to the tables...


Edited by Jehan Menasis

I just love how the guys at FFG always come up with special rules for characters that not only are interesting game-wise, but also extremely fluffy... C3PO a couple of days back and now Porkins are just very clever!

The torpedo says something about hull value 4. Bombers have a hull value of 6.
Not sure if it refers to your permanent or current hull status. Your hull value itself never really changes - you just accumulate damage cards - but that would mean some ships are just straight up immune to the effect, which seems iffy.

The torpedo says something about hull value 4. Bombers have a hull value of 6.

Not sure if it refers to your permanent or current hull status. Your hull value itself never really changes - you just accumulate damage cards - but that would mean some ships are just straight up immune to the effect, which seems iffy.

The only ships immune to the flechette torps are the three big ships, the bomber, and the Y-wing. All other ships have 4 or less (4 for HWKs, 3 for X's, TIEs, B's, Adv's, Int's, and Defenders, and 2 for A's, Z's, E's, and Phantoms) Considering the large ships should have enough shielding to block the tiny particles that would cause stress from a flechette torp, and the other two are the most likely carriers for the torps and have the most robust hulls of starfighters, I think it's fine

I'm worried about Wes shutting down secondary weapons. He doesn't have to hit, just attack, to strip a bombers target lock and prevent it from being able to fire its ordnance.

I also don't have a rule book handy, but can you declare a target that is out of range? You would roll no dice, but would r3-a2 trigger?

No you can't declare a target that's out of range. Think of your firing arc as an area, if your opponent has a ship inside that area then the effect triggers.

Wow that got :ph34r: fast

Just makes me wonder why they worded it that way.. seems odd wording to me

Your hull value itself never really changes - you just accumulate damage cards - but that would mean some ships are just straight up immune to the effect, which seems iffy.

Unless there is a special rule we don't know about that's the way it is. Five of the existing twelve ships are immune. So are the two huge ships. Wave four ships are not.

I'm worried about Wes shutting down secondary weapons. He doesn't have to hit, just attack, to strip a bombers target lock and prevent it from being able to fire its ordnance.

I also don't have a rule book handy, but can you declare a target that is out of range? You would roll no dice, but would r3-a2 trigger?

No you can't declare a target that's out of range. Think of your firing arc as an area, if your opponent has a ship inside that area then the effect triggers.

Wow that got :ph34r: fast

Just makes me wonder why they worded it that way.. seems odd wording to me

Y-Wing with turret may attack outside his firing arc. R3-A2 does not trigger.

Edited by dvor

Ahhh.. there it is...

Phew ... seems like we have found a slight advantage for the Tie Bombers. Finally the thick hull pays off.

I don't understand why everyone thinks that the rebels are more powerful than the empire. Only one major event has been won by rebels, and to be honest, it came down to the dice (as every game does, but this one seemed extremely streaky).

All of the info about the transport and the CR-90 needs to be ignored, we still don't even know the basis for epic/cinematic game play, not to mention that neither of these affects the 100pt tourney scene.

So that means that we have imp aces, wave 4, and rogue squadron upcoming... We really don't know anything about imp W4 at all, so it's not fair to say that the little we know about rebel W4 is better than the imp side. And then people have been salivating over imp aces for months now... and without even getting them in hand, the first annoucement of rogue squadron automatically makes them obsolete?

As far as the "well, interceptors aren't played at high level tourneys and X wings are" ... That seems like a reason to be excited about the interceptors.

Lets take a look at imp aces directly against rogue squadron pilots.

Carnor Jax prevents all pilots at R1 from taking focus/evade or spending focus/evade. Meanwhile, Wes can remove a single token at any range. Seems like the edge goes to Carnor since he prevents actions from being taken and used, and can do that to multiple ships, meanwhile Wes' ability can be completely useless if the defender 1) doesn't have a token 2) spent the token on his attack.

Tetran allows you to 1K 3K or 5K. This prevents you from having your K turn blocked and puts you in great position for your attack. Porkins on the other hand can K turn without getting a stress, but is discouraged from doing that. Honestly, his ability should really only be used if you're fighting back from a loss. I'm going to still give the edge to Porkins though, since interceptors don't often K turn.

Hobbie likes his target locks. And they pull stress, which would allow him to be more maneuverable. Lorrir on the other hand can do a maneuver that no one else can, often dodging firing arcs while maintaining his R1 shot on the opponent. The only way Hobbie can acquire a TL while stressed is via Dutch currently, so it really comes down to he can remove stress when he spends a TL. That requires him to keep him TL for at least 2 turns (or get stressed before he shoots at PS5). Again, not as useful as it originally sounds. I am going to consider this a tie though because Lorrir's works really well 1on1, but not so much in greater numbers.

And then we have a the remaining PS6 Kanos vs. PS3 Tarn. Tarn will likely be shooting after the acquiring a lock, so he (she?) will be shooting with F+TL more often than not. This increases the dice by .56 at R2-3 and .75 at R1. Kanos' will increase his by 1 regardless of range but costs an action. But Tarn can only get the TL on whomever shoots at him. So I'm going to once again call this a draw.

It doesn't seem to me like either faction is pulling away from the other. And we're also all comparing the info and how it'll make the current meta obsolete, well, duh! We don't know where the new meta will land with all of these new pilots.

I think its mandatory, if you remove the stress from Porkins you have to say " I've got a problem here " Roll the attack the die, and if you take the damage, simply comment. " I can hold it ". As we know he is the best of them.

We need a nice Photoshop of R2-A3 kicking Feel in the crotch, because the good Barton just got a hard counter that is generally useful otherwise.

A3 doesn't limit PtL, it utterly destroys it and ships like Fel that rely on it.

I think its mandatory, if you remove the stress from Porkins you have to say " I've got a problem here " Roll the attack the die, and if you take the damage, simply comment. " I can hold it ". As we know he is the best of them.

^ So say we all

Tarn will likely be shooting after the acquiring a lock, so he (she?)

Him... or a REALLY hairy woman...

http://starwars.wikia.com/wiki/Tarn_Mison

Tarn Mison + R2-D6 + Opportunist = just perfect

... especially together with Wes Janson

As an imperial interceptor pilot I am really getting ready to hang up my wings before we even get ACES. Xwings that can kturn every round? A droid that causes stress and torpedoes, and Crew that all cause stress? Missiles that Ion in addition to our turret weakness? Wow. Kill the interceptor before the "boost" to them even happens.

Can I just say that FFG has been putting out so many articles lately after such a long time of nothing that it's giving me a stress? I barely have time to get over the last article and then BOOM here's another. Don't get me wrong, I think it's great. But...

"You're gonna do what?!" - Leia, ESB

... all the freaking time! Somebody pass the Wyhren's Reserve [slump].

Am I understanding this correctly? The fuss about R3 being the bane of PtL is that it gives them what amounts to a second stress token after PtL is used -- thereby preventing an action in the next turn and so PtL's trigger?

Frankly, I like seeing stronger individual ships and wild random abilities because it'll mean fewer stock list types and more variety. Games won't be replays with new people and slightly different builds, each game will be more surprising and unique IMO.

Meanwhile, Wes can remove a single token at any range. Seems like the edge goes to Carnor since he prevents actions from being taken and used, and can do that to multiple ships, meanwhile Wes' ability can be completely useless if the defender 1) doesn't have a token 2) spent the token on his attack.

Well, that's not entirely true, because against Wes, if you roll well (and don't need the token), you are either forced to waste it or lose it anyways. Not to mention Target Locks which you can't prevent him from cancelling them in any way.

We need a nice Photoshop of R2-A3 kicking Feel in the crotch, because the good Barton just got a hard counter that is generally useful otherwise.

A3 doesn't limit PtL, it utterly destroys it and ships like Fel that rely on it.

What?

Fel gains a focus token each time he gets a stress one. So essentially, Fel will be like an Immortal God for one round... Just to be summarily executed the next one.

Now that I think of it, maybe 'Fel's Wrath' will end being, after all, the best interceptor you can field.

Edited by Jehan Menasis

Fel will always have a focus token when being shot at by the stress mech. Everyone else will have free reign against him, that is true.