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

By GlobeTrotting, in X-Wing

The ISBN is

978-1-61661-674-8

I haven't taken the model out of the box yet (I'm at work!) but from holding up a ruler against it, I estimate that it's approximately 8.5 inches long, 1.5 inches tall and (this is the hardest to measure without removing it) 2.5 inches wide.

Please call off work for the rest of the day and start taking photos of everything, LoL.

Edited by Danthrax

The ISBN is

978-1-61661-674-8

I haven't taken the model out of the box yet (I'm at work!) but from holding up a ruler against it, I estimate that it's approximately 8.5 inches long, 1.5 inches tall and (this is the hardest to measure without removing it) 2.5 inches wide.

Thanks!

So, there are just 3 title cards?

(1) Quantum Storm

(2) Bright Hope

(3) Dutyfree

And, there are 4 astromechs?

(1) R3-A2

(2) R2-D6

(3) R4-D6

(4) R5-P9

Are there any other upgrades besides the astromechs and Flechette Torpedoes and Opportunist that can be used on X-Wings and other ships?

Edited by El_Tonio

Happy days and jubilation! The Rebels get more 'winning' stuff ... lol

what? No stop and +4 energy? muhahahaaa

Well, I cant await to pulverize the rebels' 'porters with my bombers.

Bring 'em on - along with all the stuff that comes with it ^^

I agree, you really should have taken off work today so you could devote the time sharing info with us! :P

The ISBN is

978-1-61661-674-8

I haven't taken the model out of the box yet (I'm at work!) but from holding up a ruler against it, I estimate that it's approximately 8.5 inches long, 1.5 inches tall and (this is the hardest to measure without removing it) 2.5 inches wide.

Are there any other upgrades besides the astromechs and Flechette Torpedoes and Opportunist that can be used on X-Wings and other ships?

I'm pretty sure Opportunist only comes in Imperial Aces, not with the Rebel Transport.

The ISBN is

978-1-61661-674-8

I haven't taken the model out of the box yet (I'm at work!) but from holding up a ruler against it, I estimate that it's approximately 8.5 inches long, 1.5 inches tall and (this is the hardest to measure without removing it) 2.5 inches wide.

Thanks!

So, there are just 3 title cards?

(1) Quantum Storm

(2) Bright Hope

(3) Dutyfree

And, there are 4 astromechs?

(1) R3-A2

(2) R2-D6

(3) R4-D6

(4) R5-P9

Are there any other upgrades besides the astromechs and Flechette Torpedoes and Opportunist that can be used on X-Wings and other ships?

Correct on the astromechs and titles. There are three copies of the Torpedoes included, but that's it in terms of standard tournament upgrades (BTW, Opportunist is not included in this expansion).

The ISBN is

978-1-61661-674-8

I haven't taken the model out of the box yet (I'm at work!) but from holding up a ruler against it, I estimate that it's approximately 8.5 inches long, 1.5 inches tall and (this is the hardest to measure without removing it) 2.5 inches wide.

Are there any other upgrades besides the astromechs and Flechette Torpedoes and Opportunist that can be used on X-Wings and other ships?

I'm pretty sure Opportunist only comes in Imperial Aces, not with the Rebel Transport.

Thanks, for some reason when I was tracking I thought it came with this, too. Must have misread.

So, let me rephrase my question, what upgrades, besides the R2 units, can be used with X-Wings or other ships?

EDIT: You answered my question before i could repost... Thanks!

Edited by El_Tonio

I'm into the idea of a stop but I agree with these guys, stopping a capital ship in space would be a huge energy expenditure. It would be like stopping a train, but way bigger. A cargo train can take over a mile to safely come to a full stop just with brakes, and because of the lack of friction you have to use thrusters in reverse to stop completely. It makes sense that to full stop you wouldn't get a lot of energy to spend. It makes sense that a ship that is stopped can create a large amount of energy, But, then, it would be way too powerful to have a ship that's not moving just perform the function of an energy factory. So, in my opinion, there probably isn't a fair way that makes sense to incorporate a full stop maneuver.

Three more lists...

Is this all the crew:

(1) General Jan Dodonna

(2) General Carlist Rieekan

(3) WED-15 Repair Droid

(4) Torun Far

Are these all the energy upgrades (that new symbol you refer to)?

(1) Comms Booster

(2) Slicer Tools

(3) Shield Projector

(4) Expanded Cargo Hold

(5) Backup Shield Generator

(6) Engine Booster

(7) EM Emitter

(8) Shield Projector

Is this the only modification?

(1) Combat Retrofit

Finally, is there anything called frequency jammer or weapons repair?

OP: You missed an epic chance to say "many Bothans died to get us this information".

Those new astromechs are going to be so much fun. Biggs is still king of the hill.

Can you tell us what the Treasure Trove does? I read it's included as a title card, but can't seem to find what it does.

Included in what as a title card?

Yes, I believe it is a title card.

No--I meant, what was the source of the information about the card? I checked the preview card fan and, although of course it's blurry, I don't see anything that looks like "Treasure Trove".

Can you tell us what the Treasure Trove does? I read it's included as a title card, but can't seem to find what it does.

Included in what as a title card?

Yes, I believe it is a title card.

No--I meant, what was the source of the information about the card? I checked the preview card fan and, although of course it's blurry, I don't see anything that looks like "Treasure Trove".

Sorry, Wookieepedia lists it as a title card (seems they were wrong):

http://starwars.wikia.com/wiki/X-Wing:_Rebel_Transport_Expansion_Pack

EDIT: They also list frequency jammer and weapons repair... curious if that is right or wrong?

Edited by El_Tonio

Three more lists...

Is this all the crew:

(1) General Jan Dodonna

(2) General Carlist Rieekan

(3) WED-15 Repair Droid

(4) Torun Far

Are these all the energy upgrades (that new symbol you refer to)?

(1) Comms Booster

(2) Slicer Tools

(3) Shield Projector

(4) Expanded Cargo Hold

(5) Backup Shield Generator

(6) Engine Booster

(7) EM Emitter

(8) Shield Projector

Is this the only modification?

(1) Combat Retrofit

Finally, is there anything called frequency jammer or weapons repair?

Correct on mods/crew. On energy upgrades (is that the official name? I can change the OP if so), you're missing

Tibanna Gas Supplies

Cost: 4

Type: [Energy Upgrade]

Limited

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

Frequency Jammer

Cost: 4

Type: [Energy Upgrade]

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.

Bright Hope + EM Emitter + Biggs

Transport reinforces its fore section for the initial pass and grants Biggs +3 defense dice while he protects the rest of the squad. Tricky to maneuver, but **** effective if you pull it off.

This issue with this strategy is the transport has to be obstructing the attack, meaning some part of it is in between you and therefore attackable, and they huge ship rules say that Biggs does not apply to huge ships. If I was the attacker, and my options were 1. Remove the support of the Transport from the table/damage it heavily, or 2. Shoot Biggs with 5 defense dice, the choice is obvious. I would focus fire the transport. Even if it recharges its shields, if its in the way of all of my ships, it wouldn't last longer than 2-3 turns if my other choice is attack super-reinforced Biggs.

So for the cost of the Transport + EM Emitter + Bright Hope, you get a minimum of 12 extra shields for Biggs, plus however many shields the transport can recover, plus the effect of a giant battering ram? I'm not seeing the problem here. :ph34r:

R5-P9 wow!

Not to powerful at all. lol :rolleyes:

It's like R2-D2, except that instead of requiring a green maneuver it takes up your action. How is that "to powerful"?

Can you tell us what the Treasure Trove does? I read it's included as a title card, but can't seem to find what it does.

Included in what as a title card?

Yes, I believe it is a title card.

No--I meant, what was the source of the information about the card? I checked the preview card fan and, although of course it's blurry, I don't see anything that looks like "Treasure Trove".

Sorry, Wookieepedia lists it as a title card (seems they were wrong):

http://starwars.wikia.com/wiki/X-Wing:_Rebel_Transport_Expansion_Pack

EDIT: They also list frequency jammer and weapons repair... curious if that is right or wrong?

Wookieepedia does a terrible job keeping up with this game. On a somewhat related note, I find it very annoying that it doesn't use the ships lengths in this game as canon when it's been stated that FFG is getting these lengths directly from Lucasfilm.

Three more lists...

Is this all the crew:

(1) General Jan Dodonna

(2) General Carlist Rieekan

(3) WED-15 Repair Droid

(4) Torun Far

Are these all the energy upgrades (that new symbol you refer to)?

(1) Comms Booster

(2) Slicer Tools

(3) Shield Projector

(4) Expanded Cargo Hold

(5) Backup Shield Generator

(6) Engine Booster

(7) EM Emitter

(8) Shield Projector

Is this the only modification?

(1) Combat Retrofit

Finally, is there anything called frequency jammer or weapons repair?

Correct on mods/crew. On energy upgrades (is that the official name? I can change the OP if so), you're missing

Tibanna Gas Supplies

Cost: 4

Type: [Energy Upgrade]

Limited

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

Frequency Jammer

Cost: 4

Type: [Energy Upgrade]

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.

Yeah, as stated here, it's called a cargo upgrade: http://www.fantasyflightgames.com/edge_news.asp?eidn=4663

So for the cost of the Transport + EM Emitter + Bright Hope, you get a minimum of 12 extra shields for Biggs, plus however many shields the transport can recover, plus the effect of a giant battering ram? I'm not seeing the problem here. :ph34r:

Anyone have the full text of Bright Hope? It's partially obstructed in the spoiler.

Three more lists...

Is this all the crew:

(1) General Jan Dodonna

(2) General Carlist Rieekan

(3) WED-15 Repair Droid

(4) Torun Far

Are these all the energy upgrades (that new symbol you refer to)?

(1) Comms Booster

(2) Slicer Tools

(3) Shield Projector

(4) Expanded Cargo Hold

(5) Backup Shield Generator

(6) Engine Booster

(7) EM Emitter

(8) Shield Projector

Is this the only modification?

(1) Combat Retrofit

Finally, is there anything called frequency jammer or weapons repair?

Correct on mods/crew. On energy upgrades (is that the official name? I can change the OP if so), you're missing

Tibanna Gas Supplies

Cost: 4

Type: [Energy Upgrade]

Limited

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

Frequency Jammer

Cost: 4

Type: [Energy Upgrade]

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.

I think it depends on what symbol you are talking about.

The one where attack would normal be is Energy. The three in the upgrade bar in the bottom are recover.

You have to spend energy to use this upgrade. So, maybe recover is the better word in this instance since you use the energy to recover various things. What do others think?

gr-75-medium-transport.png

Edited by El_Tonio

Three more lists...

Is this all the crew:

(1) General Jan Dodonna

(2) General Carlist Rieekan

(3) WED-15 Repair Droid

(4) Torun Far

Are these all the energy upgrades (that new symbol you refer to)?

(1) Comms Booster

(2) Slicer Tools

(3) Shield Projector

(4) Expanded Cargo Hold

(5) Backup Shield Generator

(6) Engine Booster

(7) EM Emitter

(8) Shield Projector

Is this the only modification?

(1) Combat Retrofit

Finally, is there anything called frequency jammer or weapons repair?

Correct on mods/crew. On energy upgrades (is that the official name? I can change the OP if so), you're missing

Tibanna Gas Supplies

Cost: 4

Type: [Energy Upgrade]

Limited

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

Frequency Jammer

Cost: 4

Type: [Energy Upgrade]

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.

Yeah, as stated here, it's called a cargo upgrade: http://www.fantasyflightgames.com/edge_news.asp?eidn=4663

Awesome! Then that symbol means cargo upgrade (not energy). Thanks!

Is there anything called "weapons repair"?

The more I think about R5-P9, the less I fear him. He's insurance for those turns where you Focus but don't roll eyeballs, and has some useful synergies with Kyle and Garven. He also lets you regen shields on a white maneuver if you can avoid getting shot at. If you're getting shot and roll at least one eyeball, it's probably better to just spend the focus to cancel the hit in the first place.

Awesome! Then that symbol means cargo upgrade (not energy). Thanks!

Is there anything called "weapons repair"?

Not in the Transport expansion

The three identical symbols in the Upgrade Bar are Cargo. Recover is the first symbol in the Action Bar.

Bright Hope + EM Emitter + Biggs

Transport reinforces its fore section for the initial pass and grants Biggs +3 defense dice while he protects the rest of the squad. Tricky to maneuver, but **** effective if you pull it off.

This issue with this strategy is the transport has to be obstructing the attack, meaning some part of it is in between you and therefore attackable, and they huge ship rules say that Biggs does not apply to huge ships. If I was the attacker, and my options were 1. Remove the support of the Transport from the table/damage it heavily, or 2. Shoot Biggs with 5 defense dice, the choice is obvious. I would focus fire the transport. Even if it recharges its shields, if its in the way of all of my ships, it wouldn't last longer than 2-3 turns if my other choice is attack super-reinforced Biggs.

So for the cost of the Transport + EM Emitter + Bright Hope, you get a minimum of 12 extra shields for Biggs, plus however many shields the transport can recover, plus the effect of a giant battering ram? I'm not seeing the problem here. :ph34r:

And there is no such problem in the first place. I know Biggs does not protect the transport, which is why the Bright Hope title is there. The transport takes a reinforce action and your opponent's choice is between shooting at Biggs with 5+ defense dice or shooting the transport that applies two evade results to each and every incoming attack.

Can you spoil the R7 astromech? Apologies if it's already been spoiled elsewhere.

Can you spoil the R7 astromech? Apologies if it's already been spoiled elsewhere.

That's coming with the E-wing, I think.

Edited by Vorpal Sword