New spoilers from the Rebel Transport expansion (my copy arrived!)

By GlobeTrotting, in X-Wing

Hey everyone - my copy of the Rebel Transport expansion has arrived from Barnes and Noble! Am at work so don't have time to do a spoiler of absolutely everything (e.g., the new damage cards) but here are the new upgrade cards that have not yet been spoiled by FFG

R4-D6 (Unique)
Cost: 1
Type: Astromech
When you are hit by an attack and there are at least 3 uncanceled [Regular Hit] results, you may choose and cancel those results until there are 2 remaining. For each result canceled in this way, receive 1 stress token.

R5-P9 (Unique)
Cost: 3
Type: Astromech
At the end of the Combat phase, you may spend 1 of your focus tokens to recover 1 shield (up to your shield value).

WED-15 Repair Droid
Cost: 2
Type: Crew
Huge Ship only
Action: Spend 1 energy to discard 1 of your facedown Damage cards, or spend 3 energy to discard 1 of your faceup Damage cards.

Carlist Rieekan (Unique)
Cost: 3
Type: Crew
Huge Ship only; Rebel only
At the start of the Activation phase, you may discard this card to treat each friendly ship's pilot skill value as "12" until the end of the phase.

Jan Dodonna
Cost: 6
Type: Crew
Huge ship only; Rebel only
When another friendly ship at Range 1 is attacking, it may change 1 of its [Regular Hit] results to a [Critical Hit].

Expanded Cargo Hold
Cost: 1
Type: Cargo
GR-75 only
Once per round, when you would be dealt a faceup Damage card, you may draw that card from either the fore or aft Damage deck.

Backup Shield Generator
Cost: 3
Type: Cargo
Limited
At the end of each round, you may spend 1 energy to recover 1 shield (up to your shield value).

Engine Booster
Cost: 3
Type: Cargo
Limited
Immediately before you reveal your maneuver dial, you may spend 1 energy to execute a white [1 Forward] maneuver. You cannot use this ability if you would overlap another ship.

EM Emitter
Cost: 3
Type: Cargo
Limited
When you obstruct an attack, the defender rolls 3 additional defense dice (instead of 1).

Shield Projector
Cost: 4
Type: Cargo
When an enemy ship becomes the active ship during the Combat phase, you may spend 3 energy to force that ship to attack you, if possible, until the end of the phase.

Quantum Storm (Unique)
Cost: 4
Type: Title

Energy: +1
GR-75 only
At the start of the End phase, if you have 1 or fewer energy tokens, gain 1 energy token.

Dutyfree (Unique)
Cost: 2
Type: Title

Energy: +0 (not a typo)
GR-75 only
When performing a jam action, you may choose an enemy ship at range 1-3 (instead of at Range 1-2).

Combat Retrofit
Cost: 10
Type: Modification
GR75 only; Huge Ship only
Increase your hull value by 2 and your shield value by 1.

Tibanna Gas Supplies

Cost: 4

Type: Cargo

Limited

Energy: You may discard this card to gain 3 energy.

Frequency Jammer

Cost: 4

Type: Cargo

Limited

When you perform a jam action, choose 1 enemy ship that does not have a stress token and is not at Range 1 of the jammed ship. The chosen ship receives 1 stress token.

Damage Decks - revealed!

Fore (10 cards; all are Ship type damage)

Hull Breach x2

Place 1 of your Upgrade cards under this card. You cannot use that Upgrade card while this card is faceup. Energy: Spend 2 energy to flip this card facedown.

Broadcast Malfunction

You cannot perform the jam action. Action: Roll 1 attack die. On a [Regular Hit] result, flip this card facedown.

Secondary Drive Failure

You must spend 1 energy to perform any action.

Damaged Stabilizers x2

When you execute a bank maneuver, suffer 1 damage. If you draw a Damage card, draw it from the Fore Damage deck. Action: Roll 1 attack die. On a [Regular Hit] result, flip this card facedown.

Direct Hit x4

This card counts as 2 damage against your hull.

Aft (10 cards; all are Ship type damage)

Command Pod Casualties x2

Assign 1 stress token to 1 friendly small or large ship. Then your opponent may assign 1 stress token to 1 of your small or large ships. Then flip this card facedown.

Reactor Leak x3

When you execute a maneuver, reduce the amount of energy you gain by 1 (to a minimum of 0).

Projector Power Failure

You cannot perform the reinforce action unless you have at least 3 energy.

Reactor Cowl Rupture

When you perform a recover action, you cannot recover more than 2 shields. You must still spend all of your energy.

Engine Damage x3

When you execute a maneuver, if the speed of that maneuver plus the number of faceup “Engine Damage” cards you have equals or exceeds 5, you must skip your “Perform Action” step this round.

EDIT: Here's a list of all the cards in the set (other than the new damage cards), which El_Tonio put together and deserves props for:

X-WING PILOT CARDS:

(1) Wes Janson

(2) Jek Porkins

(3) “Hobbie” Klivian

(4) Tarn Mison

(5) Red Squadron Pilot

(6) Rookie Pilot

X-WING UPGRADE CARDS:

(1) Flechette Torpedoes

(2) R3-A2

(3) R2-D6

(4) R4-D6

(5) R5-P9

REBEL TRANSPORT PILOT CARD:

(1) GR-75

REBEL TRANSPORT UPGRADE CARDS:

Title

(1) Quantum Storm

(2) Bright Hope

(3) Dutyfree

Cargo

(1) Comms Booster

(2) Slicer Tools

(3) Shield Projector

(4) Expanded Cargo Hold

(5) Backup Shield Generator
(6) Engine Booster
(7) EM Emitter
(8) Tibanna Gas Supplies

(9) Frequency Jammer

Crew cards:

(1) General Jan Dodonna

(2) General Carlist Rieekan

(3) WED-15 Repair Droid

(4) Torun Far

Modification:

(1) Combat Retrofit

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Edited by GlobeTrotting

Awesome. I suppose I'll be stopping by my B+N today during lunch to see if I can pick one up.

R5P9 on a ship with Kyle and Garven in the game. Wintastic.

Note that I'd be extremely surprised if anyone found these in their local stores. The listing probably went online sooner than it should have.

Make sure you call your stores before making the trip!

For those interested, the maneuver dial on the transport itself (all white):

1 Forward - 3 Energy

1 Bank - 2 Energy

2 Forward - 2 Energy

2 Bank - 1 Energy

3 Forward - 1 Energy

4 Forward - no Energy

For those interested, the maneuver dial on the transport itself (all white):

1 Forward - 3 Energy

1 Bank - 2 Energy

2 Forward - 2 Energy

2 Bank - 1 Energy

3 Forward - 1 Energy

4 Forward - no Energy

Is the listed energy that much you get for doing that maneuver, or how much it costs to do the maneuver?

That much you get. So I take it there is no stop on the dial?

That much you get. So I take it there is no stop on the dial?

Yep, that's everything on the dial.

WANT

Oh, and just because someone has to...

The first transport is away!

Edited by Dagonet

1 point for that first droid seems like pretty good value.

R5-P9 wow!

Nice job man. Good looking out for the community.

That much you get. So I take it there is no stop on the dial?

Thanks.

Not including a stop seems odd. You would think a stop makes more sense on the bigger ships than it would say the shuttle.

Stop - 4 energy.

Oh well...still looking forward to it.

Oh, and just because someone has to...

The first transport is away!

*Crowd Cheering*

Now then, what does the Bright Hope title do? Also, some of these upgrades have energy costs, and some of them have increases for maximum energy values, yes? :3

That much you get. So I take it there is no stop on the dial?

Thanks.

Not including a stop seems odd. You would think a stop makes more sense on the bigger ships than it would say the shuttle.

Stop - 4 energy.

Oh well...still looking forward to it.

R5P9 on a ship with Kyle and Garven in the game. Wintastic.

Even without, knowing that I have something positive I can do with a focus token is pretty killer.

But I'm pretty sure this works like all the other upgrades, and won't let you spend more then 1 focus token at a time. The (up to your shield value) is on R2-D2 and other cards, just to stop you from trying to get 6+ shields.

R5P9 on a ship with Kyle and Garven in the game. Wintastic.

Even without, knowing that I have something positive I can do with a focus token is pretty killer.But I'm pretty sure this works like all the other upgrades, and won't let you spend more then 1 focus token at a time. The (up to your shield value) is on R2-D2 and other cards, just to stop you from trying to get 6+ shields.

I know. But it means you can almost always engineer ending with a focus token.

That much you get. So I take it there is no stop on the dial?

Thanks.

Not including a stop seems odd. You would think a stop makes more sense on the bigger ships than it would say the shuttle.

Stop - 4 energy.

Oh well...still looking forward to it.

I would assume that any Stops would not grant energy. Given the red stop on the shuttle.

I guess that could work too. My thinking was they get the extra energy because they didn't need to expend it to propel the ship forward.

Since the dial doesn't have a stop, i guess it doesn't really matter... *shrug*

Houserule?

someone will have to figure out how hard it is to prevent a transport from eventually leaving the map. Do you you absolutely have to keep very close to the edge and start banking pretty soon?

someone will have to figure out how hard it is to prevent a transport from eventually leaving the map. Do you you absolutely have to keep very close to the edge and start banking pretty soon?

I can try to provide pics, etc tonight :D

That much you get. So I take it there is no stop on the dial?

Thanks.

Not including a stop seems odd. You would think a stop makes more sense on the bigger ships than it would say the shuttle.

Stop - 4 energy.

Oh well...still looking forward to it.

I would assume that any Stops would not grant energy. Given the red stop on the shuttle.

I guess that could work too. My thinking was they get the extra energy because they didn't need to expend it to propel the ship forward.

Since the dial doesn't have a stop, i guess it doesn't really matter... *shrug*

Houserule?

The new card type is "Cargo."

The new upgrade types are:

-Cargo (tons of little dots)

-Teams (head silhouettes?)

-Hardpoint (bracket-like shape)

That much you get. So I take it there is no stop on the dial?

Thanks.

Not including a stop seems odd. You would think a stop makes more sense on the bigger ships than it would say the shuttle.

Stop - 4 energy.

Oh well...still looking forward to it.

Look at it this way - actually stopping would require an immense energy expenditure. The Transport would have to either have equally powerful engines in the nose, or flip end for end and use those engines to brake. Neither is instantaneous, and both require a ton of energy output.

The 1-speed moves very much may be the pilot taking his foot off the gas and the ship coasting purely on its own existing inertia. Although if there was a card or something where you could spend energy to not move, that would be kind of cool too.