Can we just talk about how insane the Tie Phantom is for a moment?

By DraconPyrothayan, in X-Wing

Alright folks, it's that time again.

Knowing only its loadout slots, action bar, and the costs for half its pilots, it's still a stunning ship.

Its stats are 4 attack (no-attack while Cloaked), 2 agility (4 when Cloaked), 2 shields, and 2 hull, for 25-32 points, in a 3-5-6-7 PS spread. Do not let near Proton Bombs when you're flying it, and do not let it get behind you when you're not. 5 dice at Range 1 hurt, particularly when it might have 4 agility when you can shoot at it next.

It comes with the standard TIE actions (Focus, Evade, and Barrel-Roll), which we've already proven are workable, but it can also Cloak.


Cloaking prevents your ability to shoot, and adds 2 agility to your ship, until you Decloak. Decloaking is done before a maneuver, and lets you do a 2-distance barrel-roll or forward boost at that time. That position shift does NOT count as an action.

Now, Focus and Evade are as good as each other when at 4 agility dice, but at 5 (e.g. a Stealth Device or Range 3 shot), Focus is expected to prevent more than 1 damage. Nifty!

Now then, as far as Upgrades: It comes with two of the most powerful upgrade slots in the game (Crew and Systems).

Enhanced Scopes: During the Activation phase, treat your Pilot Skill as 0.

Taking this upgrade essentially guarantees your ability to cloak when Blockers are an issue. Also, it makes sure you can de-cloak in peace as well, which is useful when otherwise you move after all of the level 1 and level 2 pilots in the game.

Fire-Control System: After you perform an attack, you may acquire a Target Lock on the defender.

Note that this upgrade does not care if you have a Target Lock in your Action Bar. Also remember that this ship can also grab a Gunner, and can hide in Cloaks while not shooting at it's original target, and this upgrade looks awfully shiny.

Advanced Sensors: Immediately before you reveal your maneuver dial, you may perform 1 free action. If you do, skip your "Perform Actions" step this round.

The B-Wing has proven that this upgrade is insane with only a Barrel-Roll to work with. Now add the fact that you can now choose to Cloak AND Decloak before revealing your maneuver dial. I will point out that with PtL as well, you can Cloak, Decloak, and Barrel-roll all in one go, allowing you to essentially do a Barrel-Roll in a direction with the 4 bar, before clearing your stress with a green maneuver. Wow.

Sensor Jammer: When defending, you can change one of your attacker's {Hit} results into an {Eyeball} result. The attacker cannot re-roll the changed result.

Kind of useless on the Phantom in my opinion. Although you do have the option to only drop your Cloak when the folks shooting you aren't focused, the effect from this is too subtle for me to appreciate. Feel free to sell me on the combo in the comments, though :D

=-=-=-=-=-=-=

Intelligence Agent: At the start of the Activation Phase, choose 1 pilot at range 1-2. You may look at that pilot's chosen maneuver.

This has recently been proven invaluable when you've got mobility based options, and decloaking is certainly a doozy. With the Phantom's high cost, we'll be fielding the cheap ones fairly often, adding weight to this upgrade, but it also combos beautifully with Enhanced Scopes as well.

Mercenary Co-Pilot: When attacking at Range 3, you may change one of your {Hit} results to a {Crit} result.

Assuming this ship has a Koiogran on board, this will be an amazing upgrade. Add a mental +3 to the distance printed on the dial for what happens when you decloak forward instead of to one side or the other for the full effect. Also remember that you'll have 4 attack dice, so the crit has a higher chance of going through the defense dice and/or shields first.

Saboteur: Action: Choose 1 enemy ship at Range 1. Roll an Attack Die. On a Hit or a Crit result, choos a random facedown damage card assigned to that ship, and flip it face-up.

Ordinarily, folks don't like this card that much. It's a 50/50 shot at close range target who's already wounded, to retroactively turn a wound into a Crit.
However, on a Cloaked Phantom, that Range 1 business is reasonably safe, and Saboteur gives you a damage source when you cannot attack, but still have your agility buff.

Darth Vader: No. Two uses of this upgrade, and your ship is dead. I'm not even going to type his ability.

Navigator: When you reveal a maneuver, you may rotate your dial to another maneuver of the same bearing. You may not rotate your dial to a red maneuver if you are already stressed.

And you thought the Phantom was going to be hypermobile with just the Advanced Sensors and an Engine Upgrade? Heh. Lemme throw some numbers at you. If the ship chooses a bank or a turn maneuver, and it has 3 of a kind of that particular maneuver, then it can Navigate to 3 positions. With a mobility action,, multiply by 7, or 10 if you also have Boost as an option. When Decloaking, multiply by another 3. With Advanced Sensors, multiply by 2, and add Cloak/Decloak as a mobility action. So, with Advanced Sensors, Navigator, and an Engine Upgrade, a Cloaked Phantom WITHOUT PtL has 180 different flightpaths it can take. That's 4 short of double the flightpaths of a Hypermobile B-Wing WITH PtL! If you chose a Straight maneuver, the Navigator number will be 4 instead of 3, which is more insane.

Rebel Captive: Once per round, the first ship that attacks you immediately receives 1 stress token.

If you fully intend your Phantom to be the ship you joust with in the end-game, this is a great upgrade for dissuading your opponent from taking it on. Fortunately, it's high-mobility and damage make it a great jouster (dial pending), so this is a solid pick-up. Extra points for stressing your opponent and dodging all of their damage as well!

Recon Specialist: When you perform a Focus action, you may receive an additional focus token.

Another great for folks whose Phantoms stay stealthed for a while. At 4 dice, Focus Tokens are as likely to dodge damage as Evade Tokens (though less reliant on the outliers for this average. Focii are more likely to dodge 2, 3, or 4 damage than their evade bretheren, and less likely to dodge 1 or 5). At 5 or more agility dice, Focus is actually better than Evade. And then there's the whole "Shoot for 4, focused, and dodge for 2, focused" angle that the Firespray knows so dearly.

Weapons Engineer: You may maintain 2 Target Locks instead of 1. When you acquire a Target Lock, you may lock onto 2 different ships.

Assuming you have a Fire-Control System or a Targeting Computer, having two different ships to attack is a great advantage when you're preparing to decloak. This upgrade gets rid of the certainty of target that your opponent would normally have if you're target locked.

Flight Instructor: When defending, you may re-roll 1 of your {Eyeball} results. If the attacker is level 2 or lower, you may instead re-roll one of your {Blank} results.

You will have 4 evasion dice, and will probably be out-numbered. Anti-swarm technology seems a good match. However, I do not know how well this upgrade actually performs, as I've never seen it played.

Gunner: You know what it does. Stop lying.

You can grab FCS as well, for the buzzsaw build, and in a hypermobile build, this gives you the damage increase usually lost to mobility.
However: how often will 4 bloody attack dice result in no hit situations? Definitely worth the points in high-agility situations, but less so against 2 or fewer dice. So if you're up against a Rebellious metagame.... not so good.

As far as modifications go, Stygium Particle Accelerator gives you a free evade token when you Cloak or Decloak, Advanced Cloaking Device lets you insta-cloak after you attack, Targeting Computers let you Target Lock (a useful action while cloaked), Hull Upgrade means you won't insta-die to a Proton Bomb's Direct Hit, Stealth Device gives you 5 agility while cloaked, theoretically 7 agility dice if you're also at Range 3 and behind an Asteroid, and Engine Upgrade gives you Boost, to go with your decloaking shenanigans.

I'm a bit concerned it may face a similar fate to the interceptor: mobile and threatening until a bad defense roll or YT-1300 show up and ruin your day

should be an interesting addition to the game though

Hopefully its 5 attack dice can ruin someone else's day first.

I think that any upgrade card that requires an action to do will be not as useful, because to get full points value out of this crazy high point cost for 4 hp ship, you are going to be using the cloak action just about every turn that you are not firing. And when you are firing, not much beats focus with 4 attack dice.

Alright folks, it's that time again.

Knowing only its loadout slots, action bar, and the costs for half its pilots, it's still a stunning ship.

Its stats are 4 attack (no-attack while Cloaked), 2 agility (4 when Cloaked), 2 shields, and 2 hull, for 25-32 points, in a 3-5-6-7 PS spread. Do not let near Proton Bombs when you're flying it, and do not let it get behind you when you're not. 5 dice at Range 1 hurt, particularly when it might have 4 agility when you can shoot at it next.

It comes with the standard TIE actions (Focus, Evade, and Barrel-Roll), which we've already proven are workable, but it can also Cloak.

Cloaking prevents your ability to shoot, and adds 2 agility to your ship, until you Decloak. Decloaking is done before a maneuver, and lets you do a 2-distance barrel-roll or forward boost at that time. That position shift does NOT count as an action.

Now, Focus and Evade are as good as each other when at 4 agility dice, but at 5 (e.g. a Stealth Device or Range 3 shot), Focus is expected to prevent more than 1 damage. Nifty!

Now then, as far as Upgrades: It comes with two of the most powerful upgrade slots in the game (Crew and Systems).

Enhanced Scopes: During the Activation phase, treat your Pilot Skill as 0.

Taking this upgrade essentially guarantees your ability to cloak when Blockers are an issue. Also, it makes sure you can de-cloak in peace as well, which is useful when otherwise you move after all of the level 1 and level 2 pilots in the game.

Fire-Control System: After you perform an attack, you may acquire a Target Lock on the defender.

Note that this upgrade does not care if you have a Target Lock in your Action Bar. Also remember that this ship can also grab a Gunner, and can hide in Cloaks while not shooting at it's original target, and this upgrade looks awfully shiny.

Advanced Sensors: Immediately before you reveal your maneuver dial, you may perform 1 free action. If you do, skip your "Perform Actions" step this round.

The B-Wing has proven that this upgrade is insane with only a Barrel-Roll to work with. Now add the fact that you can now choose to Cloak AND Decloak before revealing your maneuver dial. I will point out that with PtL as well, you can Cloak, Decloak, and Barrel-roll all in one go, allowing you to essentially do a Barrel-Roll in a direction with the 4 bar, before clearing your stress with a green maneuver. Wow.

Sensor Jammer: When defending, you can change one of your attacker's {Hit} results into an {Eyeball} result. The attacker cannot re-roll the changed result.

Kind of useless on the Phantom in my opinion. Although you do have the option to only drop your Cloak when the folks shooting you aren't focused, the effect from this is too subtle for me to appreciate. Feel free to sell me on the combo in the comments, though :D

=-=-=-=-=-=-=

Intelligence Agent: At the start of the Activation Phase, choose 1 pilot at range 1-2. You may look at that pilot's chosen maneuver.

This has recently been proven invaluable when you've got mobility based options, and decloaking is certainly a doozy. With the Phantom's high cost, we'll be fielding the cheap ones fairly often, adding weight to this upgrade, but it also combos beautifully with Enhanced Scopes as well.

Mercenary Co-Pilot: When attacking at Range 3, you may change one of your {Hit} results to a {Crit} result.

Assuming this ship has a Koiogran on board, this will be an amazing upgrade. Add a mental +3 to the distance printed on the dial for what happens when you decloak forward instead of to one side or the other for the full effect. Also remember that you'll have 4 attack dice, so the crit has a higher chance of going through the defense dice and/or shields first.

Saboteur: Action: Choose 1 enemy ship at Range 1. Roll an Attack Die. On a Hit or a Crit result, choos a random facedown damage card assigned to that ship, and flip it face-up.

Ordinarily, folks don't like this card that much. It's a 50/50 shot at close range target who's already wounded, to retroactively turn a wound into a Crit.

However, on a Cloaked Phantom, that Range 1 business is reasonably safe, and Saboteur gives you a damage source when you cannot attack, but still have your agility buff.

Darth Vader: No. Two uses of this upgrade, and your ship is dead. I'm not even going to type his ability.

Navigator: When you reveal a maneuver, you may rotate your dial to another maneuver of the same bearing. You may not rotate your dial to a red maneuver if you are already stressed.

And you thought the Phantom was going to be hypermobile with just the Advanced Sensors and an Engine Upgrade? Heh. Lemme throw some numbers at you. If the ship chooses a bank or a turn maneuver, and it has 3 of a kind of that particular maneuver, then it can Navigate to 3 positions. With a mobility action,, multiply by 7, or 10 if you also have Boost as an option. When Decloaking, multiply by another 3. With Advanced Sensors, multiply by 2, and add Cloak/Decloak as a mobility action. So, with Advanced Sensors, Navigator, and an Engine Upgrade, a Cloaked Phantom WITHOUT PtL has 180 different flightpaths it can take. That's 4 short of double the flightpaths of a Hypermobile B-Wing WITH PtL! If you chose a Straight maneuver, the Navigator number will be 4 instead of 3, which is more insane.

Rebel Captive: Once per round, the first ship that attacks you immediately receives 1 stress token.

If you fully intend your Phantom to be the ship you joust with in the end-game, this is a great upgrade for dissuading your opponent from taking it on. Fortunately, it's high-mobility and damage make it a great jouster (dial pending), so this is a solid pick-up. Extra points for stressing your opponent and dodging all of their damage as well!

Recon Specialist: When you perform a Focus action, you may receive an additional focus token.

Another great for folks whose Phantoms stay stealthed for a while. At 4 dice, Focus Tokens are as likely to dodge damage as Evade Tokens (though less reliant on the outliers for this average. Focii are more likely to dodge 2, 3, or 4 damage than their evade bretheren, and less likely to dodge 1 or 5). At 5 or more agility dice, Focus is actually better than Evade. And then there's the whole "Shoot for 4, focused, and dodge for 2, focused" angle that the Firespray knows so dearly.

Weapons Engineer: You may maintain 2 Target Locks instead of 1. When you acquire a Target Lock, you may lock onto 2 different ships.

Assuming you have a Fire-Control System or a Targeting Computer, having two different ships to attack is a great advantage when you're preparing to decloak. This upgrade gets rid of the certainty of target that your opponent would normally have if you're target locked.

Flight Instructor: When defending, you may re-roll 1 of your {Eyeball} results. If the attacker is level 2 or lower, you may instead re-roll one of your {Blank} results.

You will have 4 evasion dice, and will probably be out-numbered. Anti-swarm technology seems a good match. However, I do not know how well this upgrade actually performs, as I've never seen it played.

Gunner: You know what it does. Stop lying.

You can grab FCS as well, for the buzzsaw build, and in a hypermobile build, this gives you the damage increase usually lost to mobility.

However: how often will 4 bloody attack dice result in no hit situations? Definitely worth the points in high-agility situations, but less so against 2 or fewer dice. So if you're up against a Rebellious metagame.... not so good.

As far as modifications go, Stygium Particle Accelerator gives you a free evade token when you Cloak or Decloak, Advanced Cloaking Device lets you insta-cloak after you attack, Targeting Computers let you Target Lock (a useful action while cloaked), Hull Upgrade means you won't insta-die to a Proton Bomb's Direct Hit, Stealth Device gives you 5 agility while cloaked, theoretically 7 agility dice if you're also at Range 3 and behind an Asteroid, and Engine Upgrade gives you Boost, to go with your decloaking shenanigans.

Wait....25-32 points? I thought the cheapest one was 29?

Alright folks, it's that time again.

Knowing only its loadout slots, action bar, and the costs for half its pilots, it's still a stunning ship.

Its stats are 4 attack (no-attack while Cloaked), 2 agility (4 when Cloaked), 2 shields, and 2 hull, for 25-32 points, in a 3-5-6-7 PS spread. Do not let near Proton Bombs when you're flying it, and do not let it get behind you when you're not. 5 dice at Range 1 hurt, particularly when it might have 4 agility when you can shoot at it next.

It comes with the standard TIE actions (Focus, Evade, and Barrel-Roll), which we've already proven are workable, but it can also Cloak.

Cloaking prevents your ability to shoot, and adds 2 agility to your ship, until you Decloak. Decloaking is done before a maneuver, and lets you do a 2-distance barrel-roll or forward boost at that time. That position shift does NOT count as an action.

Now, Focus and Evade are as good as each other when at 4 agility dice, but at 5 (e.g. a Stealth Device or Range 3 shot), Focus is expected to prevent more than 1 damage. Nifty!

Now then, as far as Upgrades: It comes with two of the most powerful upgrade slots in the game (Crew and Systems).

Enhanced Scopes: During the Activation phase, treat your Pilot Skill as 0.

Taking this upgrade essentially guarantees your ability to cloak when Blockers are an issue. Also, it makes sure you can de-cloak in peace as well, which is useful when otherwise you move after all of the level 1 and level 2 pilots in the game.

Fire-Control System: After you perform an attack, you may acquire a Target Lock on the defender.

Note that this upgrade does not care if you have a Target Lock in your Action Bar. Also remember that this ship can also grab a Gunner, and can hide in Cloaks while not shooting at it's original target, and this upgrade looks awfully shiny.

Advanced Sensors: Immediately before you reveal your maneuver dial, you may perform 1 free action. If you do, skip your "Perform Actions" step this round.

The B-Wing has proven that this upgrade is insane with only a Barrel-Roll to work with. Now add the fact that you can now choose to Cloak AND Decloak before revealing your maneuver dial. I will point out that with PtL as well, you can Cloak, Decloak, and Barrel-roll all in one go, allowing you to essentially do a Barrel-Roll in a direction with the 4 bar, before clearing your stress with a green maneuver. Wow.

Sensor Jammer: When defending, you can change one of your attacker's {Hit} results into an {Eyeball} result. The attacker cannot re-roll the changed result.

Kind of useless on the Phantom in my opinion. Although you do have the option to only drop your Cloak when the folks shooting you aren't focused, the effect from this is too subtle for me to appreciate. Feel free to sell me on the combo in the comments, though :D

=-=-=-=-=-=-=

Intelligence Agent: At the start of the Activation Phase, choose 1 pilot at range 1-2. You may look at that pilot's chosen maneuver.

This has recently been proven invaluable when you've got mobility based options, and decloaking is certainly a doozy. With the Phantom's high cost, we'll be fielding the cheap ones fairly often, adding weight to this upgrade, but it also combos beautifully with Enhanced Scopes as well.

Mercenary Co-Pilot: When attacking at Range 3, you may change one of your {Hit} results to a {Crit} result.

Assuming this ship has a Koiogran on board, this will be an amazing upgrade. Add a mental +3 to the distance printed on the dial for what happens when you decloak forward instead of to one side or the other for the full effect. Also remember that you'll have 4 attack dice, so the crit has a higher chance of going through the defense dice and/or shields first.

Saboteur: Action: Choose 1 enemy ship at Range 1. Roll an Attack Die. On a Hit or a Crit result, choos a random facedown damage card assigned to that ship, and flip it face-up.

Ordinarily, folks don't like this card that much. It's a 50/50 shot at close range target who's already wounded, to retroactively turn a wound into a Crit.

However, on a Cloaked Phantom, that Range 1 business is reasonably safe, and Saboteur gives you a damage source when you cannot attack, but still have your agility buff.

Darth Vader: No. Two uses of this upgrade, and your ship is dead. I'm not even going to type his ability.

Navigator: When you reveal a maneuver, you may rotate your dial to another maneuver of the same bearing. You may not rotate your dial to a red maneuver if you are already stressed.

And you thought the Phantom was going to be hypermobile with just the Advanced Sensors and an Engine Upgrade? Heh. Lemme throw some numbers at you. If the ship chooses a bank or a turn maneuver, and it has 3 of a kind of that particular maneuver, then it can Navigate to 3 positions. With a mobility action,, multiply by 7, or 10 if you also have Boost as an option. When Decloaking, multiply by another 3. With Advanced Sensors, multiply by 2, and add Cloak/Decloak as a mobility action. So, with Advanced Sensors, Navigator, and an Engine Upgrade, a Cloaked Phantom WITHOUT PtL has 180 different flightpaths it can take. That's 4 short of double the flightpaths of a Hypermobile B-Wing WITH PtL! If you chose a Straight maneuver, the Navigator number will be 4 instead of 3, which is more insane.

Rebel Captive: Once per round, the first ship that attacks you immediately receives 1 stress token.

If you fully intend your Phantom to be the ship you joust with in the end-game, this is a great upgrade for dissuading your opponent from taking it on. Fortunately, it's high-mobility and damage make it a great jouster (dial pending), so this is a solid pick-up. Extra points for stressing your opponent and dodging all of their damage as well!

Recon Specialist: When you perform a Focus action, you may receive an additional focus token.

Another great for folks whose Phantoms stay stealthed for a while. At 4 dice, Focus Tokens are as likely to dodge damage as Evade Tokens (though less reliant on the outliers for this average. Focii are more likely to dodge 2, 3, or 4 damage than their evade bretheren, and less likely to dodge 1 or 5). At 5 or more agility dice, Focus is actually better than Evade. And then there's the whole "Shoot for 4, focused, and dodge for 2, focused" angle that the Firespray knows so dearly.

Weapons Engineer: You may maintain 2 Target Locks instead of 1. When you acquire a Target Lock, you may lock onto 2 different ships.

Assuming you have a Fire-Control System or a Targeting Computer, having two different ships to attack is a great advantage when you're preparing to decloak. This upgrade gets rid of the certainty of target that your opponent would normally have if you're target locked.

Flight Instructor: When defending, you may re-roll 1 of your {Eyeball} results. If the attacker is level 2 or lower, you may instead re-roll one of your {Blank} results.

You will have 4 evasion dice, and will probably be out-numbered. Anti-swarm technology seems a good match. However, I do not know how well this upgrade actually performs, as I've never seen it played.

Gunner: You know what it does. Stop lying.

You can grab FCS as well, for the buzzsaw build, and in a hypermobile build, this gives you the damage increase usually lost to mobility.

However: how often will 4 bloody attack dice result in no hit situations? Definitely worth the points in high-agility situations, but less so against 2 or fewer dice. So if you're up against a Rebellious metagame.... not so good.

As far as modifications go, Stygium Particle Accelerator gives you a free evade token when you Cloak or Decloak, Advanced Cloaking Device lets you insta-cloak after you attack, Targeting Computers let you Target Lock (a useful action while cloaked), Hull Upgrade means you won't insta-die to a Proton Bomb's Direct Hit, Stealth Device gives you 5 agility while cloaked, theoretically 7 agility dice if you're also at Range 3 and behind an Asteroid, and Engine Upgrade gives you Boost, to go with your decloaking shenanigans.

Wait....25-32 points? I thought the cheapest one was 29?

I can't wait to get my hands on a Phantom - hopefully at Imdaar Alpha!

Also, no need to be quoting the whole 87 paragraphs of the OP in multiple replies... At least it wasn't loaded with images.

Yet Another says Whisper is 32

I can't wait to get my hands on a Phantom - hopefully at Imdaar Alpha!

Also, no need to be quoting the whole 87 paragraphs of the OP in multiple replies... At least it wasn't loaded with images.

Only 20 paragraphs, mate. I restrained myself this time :D

Navigator:

You may have four straight maneuvers to choose from. But the number of end positions is not as high as it seems. Some combinations of maneuver and barrel roll put you in the same location.

Example: 2 straight and barrel roll forward put you in the same place as 3 straight and barrel roll back.

In addition to that, 4 straight gives you the same position as 2 straight and boost.

The mobility is huge but not quite as good as the numbers suggest.

i'm new to the game (playing since december), but the tie-phantom seems too powerful...

the combination of "whisper" with the "advanced cloacking device" seems absurd !!!

... but we do not know the cost of the advanced cloacking device... i think 5 to 7 points...

... the extra movement action given by the decloacking action is very very interesting, but it could have been just with the shortest template... distance 1 is already a great advantage, 2 is crazy !!

i'm new to the game (playing since december), but the tie-phantom seems too powerful...

the combination of "whisper" with the "advanced cloacking device" seems absurd !!!

... but we do not know the cost of the advanced cloacking device... i think 5 to 7 points...

... the extra movement action given by the decloacking action is very very interesting, but it could have been just with the shortest template... distance 1 is already a great advantage, 2 is crazy !!

I think you're overstimating the Phantom's durability. It's pretty flimsy for its cost, and high agility just isn't as safe as it feels like it should be.

... but we do not know the cost of the advanced cloacking device... i think 5 to 7 points...

I'd be very surprised by this. The gold standard for bonus actions - Push the Limit - is 3 points. ACD won't give you stress, but does require an attack, and is limited to only one action. Depending on how much FFG has decided they screwed up with PtL, I'd expect 3-4 points.

R7-T1, which not only gives an extra action but one the ship might not normally be able to take, is 3 points and has similar prerequisites. I'd guess 3. 5 at the high end, and 7... no way.

technically, Advanced cloacking device gives only a free action...

but in game...

it also gives you 2 defensive dices...

and consequently, a boost or barrel roll at 2...

the cloacking/decloacking action is not just an action itself, but a multiple action, and let you attack with 4 dices...

it is not on a ship with 1 or 2 attack dices, but on a ship with 4 !!

for just 3 points ?? it would be unbelievable to me !!

And we don't know exactly whisper's ability... but it seems a free focus action after the attack, right ??

So, with Push the limit on whisper... movement, action (barrel roll), bonus action (evade), attack with 4 (maybe 5) dices, free focus (?), free cloacking... it means defending with 4 (maybe 5) dices an evade token and possibly a focus token !!!

... then decloaking, boost or barrel roll at 2 as a free action, and repeat the process...

What the hell !!!

Don't freak out until you play with it and against it. Just calm down for a minute.

So, with Push the limit on whisper... movement, action (barrel roll), bonus action (evade), attack with 4 (maybe 5) dices, free focus (?), free cloacking... it means defending with 4 (maybe 5) dices an evade token and possibly a focus token !!!

... then decloaking, boost or barrel roll at 2 as a free action, and repeat the process...

No.

Advanced Cloaking Devices lets you perform a free cloak action, which means you CANNOT do this if you have stress from PtL. Same with Stygium Particle Accelerator, it let's you perform a free evade action when you cloak/decloak.

Whisper would still get his free focus token after he performs an attack that hits though, since it's "assign a focus token" and not take a focus action.

This is based on the best squinting-at-cards I could manage!

my bad, I only red carefully th decloacking explanations...

i still think that the ship is very very powerful and with the ACD it can be lethal !!

thanks for answers and explanations !!

So for a battle against a transport I would love to have 8 phantoms with opportunist that would not be broken. 6 shots each range 1, 48 total. It would have to be a generic with an ept. The total would be around 248 if each is 27 with op pushing to 31 each.

So, with Push the limit on whisper... movement, action (barrel roll), bonus action (evade), attack with 4 (maybe 5) dices, free focus (?), free cloacking... it means defending with 4 (maybe 5) dices an evade token and possibly a focus token !!!

... then decloaking, boost or barrel roll at 2 as a free action, and repeat the process...

No.

Advanced Cloaking Devices lets you perform a free cloak action, which means you CANNOT do this if you have stress from PtL. Same with Stygium Particle Accelerator, it let's you perform a free evade action when you cloak/decloak.

Whisper would still get his free focus token after he performs an attack that hits though, since it's "assign a focus token" and not take a focus action.

This is based on the best squinting-at-cards I could manage!

BUT, you CAN take PtL to the a third action immediately after your free cloak action. And hey, with a Recon Spec, you could get three focus tokens. One for your attack, two for cloaked defense.

So, with Push the limit on whisper... movement, action (barrel roll), bonus action (evade), attack with 4 (maybe 5) dices, free focus (?), free cloacking... it means defending with 4 (maybe 5) dices an evade token and possibly a focus token !!!

... then decloaking, boost or barrel roll at 2 as a free action, and repeat the process...

No.

Advanced Cloaking Devices lets you perform a free cloak action, which means you CANNOT do this if you have stress from PtL. Same with Stygium Particle Accelerator, it let's you perform a free evade action when you cloak/decloak.

Whisper would still get his free focus token after he performs an attack that hits though, since it's "assign a focus token" and not take a focus action.

This is based on the best squinting-at-cards I could manage!

BUT, you CAN take PtL to the a third action immediately after your free cloak action. And hey, with a Recon Spec, you could get three focus tokens. One for your attack, two for cloaked defense.

So, with Push the limit on whisper... movement, action (barrel roll), bonus action (evade), attack with 4 (maybe 5) dices, free focus (?), free cloacking... it means defending with 4 (maybe 5) dices an evade token and possibly a focus token !!!

... then decloaking, boost or barrel roll at 2 as a free action, and repeat the process...

No.

Advanced Cloaking Devices lets you perform a free cloak action, which means you CANNOT do this if you have stress from PtL. Same with Stygium Particle Accelerator, it let's you perform a free evade action when you cloak/decloak.

Whisper would still get his free focus token after he performs an attack that hits though, since it's "assign a focus token" and not take a focus action.

This is based on the best squinting-at-cards I could manage!

BUT, you CAN take PtL to the a third action immediately after your free cloak action. And hey, with a Recon Spec, you could get three focus tokens. One for your attack, two for cloaked defense.
Whisper is "only" PS7, so running him without Veteran Instincts could be a problem against high-PS lists. He could find himself shot to pieces before he can even attack, especially if he doesn't have initiative.
Edited by Engine25

If the recent trend of impressive pilot abilities is any indication, I think we're going to start seeing ace builds becoming more and more viable.

That said, I wouldn't prioritize VI on a ship just because of the Advanced Cloaking Device. If there's nothing else you want on a pilot such as Whisper then the 1-point cost isn't bad at all, but I'd happily put something more aggressive on there.

It's generally not ideal IMO to assume your opponents will have really high PS ships. If your ships are PS4-5 or better you'll be in Peru good shape. Most common build higher than that is Han Shoots First. Work up a plan that works well for you against it.

What if I want to be Chile good or Argentina good? Maybe even Brazil good?

It's generally not ideal IMO to assume your opponents will have really high PS ships. If your ships are PS4-5 or better you'll be in Peru good shape. Most common build higher than that is Han Shoots First. Work up a plan that works well for you against it.

What if I want to be Chile good or Argentina good? Maybe even Brazil good?

I'm Ecuador good.

If the recent trend of impressive pilot abilities is any indication, I think we're going to start seeing ace builds becoming more and more viable.

I also think we're going to see a shift away from PTL.

Someone like Whisper might for instance get better us out of something static like Predator. Even without VI there is a respectable number of high PS rebel pilots capable of shooting a flechette torpedo at a Phantom rendering the ACD moot that turn. If you were also hoping to trigger PTL off of ACD then you suddenly have about 6 or 7 points negated by a 2 point upgrade, with massive maneuvrability and agility loss to boot.

If you couple a high PS Flechette shooter with R3-A2 you end up double stressing a target like a Phantom which should mean that it's dead.

That would make Horton Salm an excellent ghostbuster by the way.