tactical Jammer

By GMLumpy, in X-Wing

tactical-jammer.png

can some one please explain how that would work???

ships behind your big ship get an extra evade dice as if your big ship was an asteroid

Fly in front of your wingman. If the enemy tries to shoot at them, they get the "+1 agility" benefit of an enemy firing at them through an obstacle.

The usage of 'CAN' on this is particularly interesting, as it would seem to mean that your wingman...when shooting BACK at the enemy that just fired on them with a penalty...does not, themselves, experience the same penalty.

Fly in front of your wingman. If the enemy tries to shoot at them, they get the "+1 agility" benefit of an enemy firing at them through an obstacle.

The usage of 'CAN' on this is particularly interesting, as it would seem to mean that your wingman...when shooting BACK at the enemy that just fired on them with a penalty...does not, themselves, experience the same penalty.

That would be REALLY good for a 1 pt card...

sweet thanks.

yea that is what I was wondering. the "can"

This opens up some hilarious possibilities for Wingman+shuttle lists.

We'll need to see the FAQ of course, but if "can" really does mean that only you, and not your opponents, get the +1 agility bonus...

Well, I'll need to invest in some more space cows.

Also, note that it says 'enemy' attacks. Therefore, it can never obstruct attacks made by your ships.

A OGP with APL and TJ could be powerful. Block to deny actions, 50/50 chance of damage for anyone who crashed into you, then any shots they have are through you for extra agility on your other ships.

Also, note that it says 'enemy' attacks. Therefore, it can never obstruct attacks made by your ships.

Good catch.

Yeesh, that's an awfully good card for 1 point.

This opens up some hilarious possibilities for Wingman+shuttle lists.

That's exactly what I was thinking, yeah.

Flight of TIE Interceptors with 'stealth devices' dancing around a shuttle to keep it between them and the enemy...5 evade dice? Yes, please!

Yup, the CAN is really irrelevant. It specifically mentions enemy attacks, which means allied attacks remain unaffected at all times.

And Crewman Dash laughs at your Tactical Jammer!

"Sir, they are jamming the radar!"

"Tastes like raspberry."

"Only one man would dare give me the raspberry- LONE STAR!"

A OGP with APL and TJ could be powerful. Block to deny actions, 50/50 chance of damage for anyone who crashed into you, then any shots they have are through you for extra agility on your other ships.

A OGP with APL and TJ could be powerful. Block to deny actions, 50/50 chance of damage for anyone who crashed into you, then any shots they have are through you for extra agility on your other ships.

Anti-Pursuit Lasers and Tactical Jammers are both modifications.

EDIT: Ninja'ed by a Phantom... how apropos.

Edited by Vorpal Sword

ORS+TJ

Biggs

Just sayin...

This opens up some hilarious possibilities for Wingman+shuttle lists.

That's exactly what I was thinking, yeah.

Flight of TIE Interceptors with 'stealth devices' dancing around a shuttle to keep it between them and the enemy...5 evade dice? Yes, please!

I was actually thinking BSPs, there's a way to run a Fleet Officer shuttle so it passes focus every turn AND can fullstop, TacJam is just the icing on the cake.

Note it is "can" not "may". So it will always obstruct the attacks. Which might be a pain vs. Flechette + Munitions Failure armed ships. Take the double stress but they don't lose the torp...

Note it is "can" not "may". So it will always obstruct the attacks. Which might be a pain vs. Flechette + Munitions Failure armed ships. Take the double stress but they don't lose the torp...

And then you blow them up because they didn't cause you any damage...