Z-95 Headhunter preview article up on FFG's site

By Danthrax, in X-Wing

But how does one justify his ability in relation to "real life?"

I thought about that too.

One idea could be that as he fires even if he doesn't hit, it gives him enough data to fine tune his targeting system and pass the tracking data off to the rest of the ships.

Removing a SD doesn't mean you've physically destroyed it, just that it's no longer functioning because the other ships can now get a lock on you.

Munitions failsafe is what Bomber Pilots have been waiting for!

I'll take 4, one for each bomber thanks :)

The Defender also has a Munitions Failsafe. Imp players need not buy Z-95s for that card,

Okay, I'm definitly going to use Wingman on the A-Wing once Rebel Aces is release!

Green Pilot (19pts)+Chardaan Refit (-2pts)+Push the Limit (3pts)+ Wingman (2pts)= 22pts each

Use 2 of those together and they can remove each other stress tokens so effectively using 2 actions each and start each round without a stress token. Or, help a big ship without many green move to remove his stress.

the dial is to good for the z95 only 1 red move but i like the wingman and upgrade card munition failsafe cause both sides can use em but again this stress sheding pilot and cards. hope stress sheding doesnt get common now >.>

Cracken + Squad Leader is such a boon for Rebels. Sooooo many possibilities. Being a 2 Attack actually helps him since him giving up his action to someone else feels less problematic. This guys + 3 named Xs (likely Garven, Biggs, someone (Jek? Dutch?) will be serious business.

Okay, I'm definitly going to use Wingman on the A-Wing once Rebel Aces is release!

Green Pilot (19pts)+Chardaan Refit (-2pts)+Push the Limit (3pts)+ Wingman (2pts)= 22pts each

Use 2 of those together and they can remove each other stress tokens so effectively using 2 actions each and start each round without a stress token. Or, help a big ship without many green move to remove his stress.

Too bad only one EPT

Edit: Unless you buy the title I guess.

Edited by Hida77

Okay, I'm definitly going to use Wingman on the A-Wing once Rebel Aces is release!

Green Pilot (19pts)+Chardaan Refit (-2pts)+Push the Limit (3pts)+ Wingman (2pts)= 22pts each

Use 2 of those together and they can remove each other stress tokens so effectively using 2 actions each and start each round without a stress token. Or, help a big ship without many green move to remove his stress.

Too bad only one EPT

Edit: Unless you buy the title I guess.

Not with the new title coming in Rebel Aces. Didn't include it because I don,t have his name nearby but thought it was a given that now every A-Wing can equip it.

Edited by Red Castle

Edit: Unless you buy the title I guess.

Which is a 0 point upgrade, so only adds the cost of Wingman itself.

2 reasons why Munitions Failsafe doesn't work with the bombs: 1) They aren't secondary weapons. 2) They don't attack, thus cannot "hit".

It's such a shame that bombs aren't considered secondary attacking weapons. There's a lot of cards that would have awesome symmetry with them if they were.

I wonder what the thought process on Blount was.

I mean, I get it that they wanted an answer to Stealth Device.

But how does one justify his ability in relation to "real life?"

Superficial damage. A laser that hits, but at an angle that bounces of the armor. A missile explosion that only scorches some paint. There's tons of real-life examples of shots hitting targets but doing no effective damage. Where tank-shells hit targets but fail to penetrate or bounce off, where bombs hit targets but turn out to be duds, where bullets hit targets but don't hit anything that really affects what they hit.

Okay, I'm definitly going to use Wingman on the A-Wing once Rebel Aces is release!

Green Pilot (19pts)+Chardaan Refit (-2pts)+Push the Limit (3pts)+ Wingman (2pts)= 22pts each

Use 2 of those together and they can remove each other stress tokens so effectively using 2 actions each and start each round without a stress token. Or, help a big ship without many green move to remove his stress.

And they can K-turn!

Okay, I'm definitly going to use Wingman on the A-Wing once Rebel Aces is release!

Green Pilot (19pts)+Chardaan Refit (-2pts)+Push the Limit (3pts)+ Wingman (2pts)= 22pts each

Use 2 of those together and they can remove each other stress tokens so effectively using 2 actions each and start each round without a stress token. Or, help a big ship without many green move to remove his stress.

And they can K-turn!

Add Cracken into the mix so one of them can still do actions during the combat phase. Granted it's hard to pull off since all of them needs to be in range 1 but still... a good day to be a rebel!

2 reasons why Munitions Failsafe doesn't work with the bombs: 1) They aren't secondary weapons. 2) They don't attack, thus cannot "hit".

A 3rd reason is that only one of the bombs even rolls for damage. The others auto-hit everything in range.

But the first 2 reasons are quite enough. ;)

The Rebels just got a lot more "swarmy"... Good because I'm getting tired of seeing B-Wings in every build...

2 reasons why Munitions Failsafe doesn't work with the bombs: 1) They aren't secondary weapons. 2) They don't attack, thus cannot "hit".

A 3rd reason is that only one of the bombs even rolls for damage. The others auto-hit everything in range.

But the first 2 reasons are quite enough. ;)

The third reason is exactly why we want Munitions Failsafe to work for bombs. :P Lets bomber-jockeys drop bombs with less paranoia about whether stuff will be in range at the end of the turn or not. Nothing in range? No bomb hit. Maybe next turn.

2 reasons why Munitions Failsafe doesn't work with the bombs: 1) They aren't secondary weapons. 2) They don't attack, thus cannot "hit".

A 3rd reason is that only one of the bombs even rolls for damage. The others auto-hit everything in range.

But the first 2 reasons are quite enough. ;)

The third reason is exactly why we want Munitions Failsafe to work for bombs. :P Lets bomber-jockeys drop bombs with less paranoia about whether stuff will be in range at the end of the turn or not. Nothing in range? No bomb hit. Maybe next turn.

Which means they'll continuously drop it before they move every turn. Which I might add, is a bit overpowered. (or maybe lots of overpowered). It prevents head on attacks since the enemy will have to pull off beforehand... It prevents trailing since they'll just be blown up. It only leaves flanking. Unless you intentionally send a cheap ship in to trigger all of the bombs... but that seems like a waste too.

Wow I have 6 on preorder and was debating get the 7 th for a swarm list but with the upgrades 6 is going to be crazy to fly. Wow please come out next month.......

PLEASE come out next month.

Why is it every time something new comes out do people ( picking on no one person here ) say o this is dead that is dead. Can we please stop going over the top.

Wow I have 6 on preorder and was debating get the 7 th for a swarm list but with the upgrades 6 is going to be crazy to fly. Wow please come out next month.......

PLEASE come out next month.

Wave 4 hasn't even gotten on the boat yet. It'll probably come out in July.

Munitions failsafe allows us to shoot missiles/torpedoes freely without focus. If the shot hits: great. If it does not: Try again next round. However, it inreases the cost of proton torp/concussion from 4 to 5. So inflicting 1 point of damage is not sufficient to get your points back.

Blount with munitions failsafe seems like a bad idea.

Munitions failsafe allows us to shoot missiles/torpedoes freely without focus. If the shot hits: great. If it does not: Try again next round. However, it inreases the cost of proton torp/concussion from 4 to 5. So inflicting 1 point of damage is not sufficient to get your points back.

Blount with munitions failsafe seems like a bad idea.

Blount with failsafe IS a bad idea, because he will still discard your missile if it misses. It also seems like its better used on ships with more than one ordnance slot. You said yourself, it increases the cost of a missile by 1, but it only increases the cost of 2 missiles by .5, .33 for a third, .25 for a fourth (go go bombers!). But, that is also a BIG cost for a ship, so I'm thinking it will encourage a second missile but unlikely more than that.

Munitions failsafe allows us to shoot missiles/torpedoes freely without focus. If the shot hits: great. If it does not: Try again next round. However, it inreases the cost of proton torp/concussion from 4 to 5. So inflicting 1 point of damage is not sufficient to get your points back.

Blount with munitions failsafe seems like a bad idea.

Blount with failsafe IS a bad idea, because he will still discard your missile if it misses. It also seems like its better used on ships with more than one ordnance slot. You said yourself, it increases the cost of a missile by 1, but it only increases the cost of 2 missiles by .5, .33 for a third, .25 for a fourth (go go bombers!). But, that is also a BIG cost for a ship, so I'm thinking it will encourage a second missile but unlikely more than that.

I kinda disagree with that. If you have two missiles + MFS, then you need 3+ turns to get everything off. If you do it in two, then that means the point on MFS was wasted, or you went down with 1+ missile still in the tube. The more missiles you load up, the more likely you are to go down with them in the tube still. MFS just makes that even more likely.

Some very nice stuff in here. The thought of double HLC Shuttles perpetually going "0" next to Wingman Jonus is making me all tingly inside.

A Scimitar Squadron TIE Bomber with two Ion Pulse Missiles, two Flechette Torpedoes and a Munitions Failsafe is only 27 points. Just gotta keep him alive...

Munitions failsafe allows us to shoot missiles/torpedoes freely without focus. If the shot hits: great. If it does not: Try again next round. However, it inreases the cost of proton torp/concussion from 4 to 5. So inflicting 1 point of damage is not sufficient to get your points back.

Blount with munitions failsafe seems like a bad idea.

Blount with failsafe IS a bad idea, because he will still discard your missile if it misses. It also seems like its better used on ships with more than one ordnance slot. You said yourself, it increases the cost of a missile by 1, but it only increases the cost of 2 missiles by .5, .33 for a third, .25 for a fourth (go go bombers!). But, that is also a BIG cost for a ship, so I'm thinking it will encourage a second missile but unlikely more than that.

I kinda disagree with that. If you have two missiles + MFS, then you need 3+ turns to get everything off. If you do it in two, then that means the point on MFS was wasted, or you went down with 1+ missile still in the tube. The more missiles you load up, the more likely you are to go down with them in the tube still. MFS just makes that even more likely.

True, but anti-ordnance meta is just as much about the reliability of the points you spent. Now, for a 1 point upgrade, you get rid of that half of the problem. May change little, as it's still a risk. As a lover of the bomber, I love this upgrade, however. Even with Jonus, it is possible to whiff your missiles, and now that doesn't matter.

I wonder what the thought process on Blount was.

I mean, I get it that they wanted an answer to Stealth Device.

But how does one justify his ability in relation to "real life?"

Every time Blount shoots, no matter what he shoots, at least a tiny particle of what he is shooting (lasers, missiles, torpedoes, whatever) will make contact? Even if it does no damage?

So there is Blount. Chillin' in his Headhunter. Probably eating a Snickers or something.

Suddenly, enemy TIE FIGHTER appears!

Blount shoots cluster missiles. Misses every one.

"It's okay guys!!! I still hit it!! That Tie fighter flew right into the exhaust from the missile! We're good!"

*round of applause*

:huh:

I don't think it's that complicated. He's enough of a crack shot that he can finesse his targeting system to overcome stealth devices even without landing a direct hit - and similarly, can fire missiles with enough accuracy that even if the target avoids the blast, other ships at range 1 are picked up by the proximity fuse and caught in the splash damage. Might make MORE sense if the original target took splash damage as well, but then people would be screaming about his ability even more. ;)