Am I right in assuming that, since their astromech icons are different, an X-Wing could not equip one of the salvaged astromechs and a Scum ship could not equip one of the already released astromechs?
correct, they are different slots
Am I right in assuming that, since their astromech icons are different, an X-Wing could not equip one of the salvaged astromechs and a Scum ship could not equip one of the already released astromechs?
correct, they are different slots
Am I right in assuming that...
Yeah a Rebel ship can't equip a salvaged astromech and a scum ship can't equip a normal astromech.
Thanks. I thought so, just saw some posts where it seemed like people were thinking they could.
We din't get anything about the StarViper or M3-A.
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Those Astromechs are cool though.
With the Deadman's Switch upgrade, I wonder just how hard it would be to paint my Z-95s to look like this....
My thoughts exactly:)
i did not want a third faction, but I gotta say all of this is getting me stoked for it!
Y-wings get bombs FOR FREE!!
Cannot wait for this to come out.
It only took two years, but hey... we got it and it is sweet!
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I have a question::
How can you use the "Feedback Array" if overlapping an asteroid (as stated in the article) since the card says "instead of performing any attacks"?
You cannot attack while overlapping an asteroid, which means there cannot be any instead of, right?
My guess is since it isn't an "Action" or "An Attack" you can still use it.
But holy crap some of these upgrades, Scum Y-wings are going to be amazing.
Best part is the Bomb upgrade isn't unique, so you can take 2 bombs or a bomb and a Torp.
See that word "limited"? That means you can only take one per ship. You can have one per ship on as many Y-Wings as you want, but only one per ship.
So you get a torp and a bomb, it still rocks IMO!
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Dead Man's Switch makes ever Z-95 an Assault missile... that is hysterical!
I was thinking that very thing myself!
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I need a Y-wing specific preview! Nice cards shown though.
I like what we'v seen so far deadman switch being something of a middle finger as you die just works for me, plus you can imagine the grime boss installing it to ensure loyalty hehe.
We got the Virago title, 3pts, unique, adds System and Illicit upgrades, PS 4+ only.We din't get anything about the StarViper or M3-A.
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Those Astromechs are cool though.
Virago is only one point, thankfully. Sadly this means that only Guri and Xizor can take the title, but for flavour reasons that seems appropriate.
We got the Virago title, 3pts, unique, adds System and Illicit upgrades, PS 4+ only.We din't get anything about the StarViper or M3-A.
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Those Astromechs are cool though.
Virago is only one point, thankfully. Sadly this means that only Guri and Xizor can take the title, but for flavour reasons that seems appropriate.
Well it was more advanced than the mass production model so it seem's right.
Finally something to make bombs potentially worthwhile.
Headhunters with a 3 speed GREEN K-Turn? Ouch..
You mean the Headhunter that doesn't have an Astromech slot to make this possible?
Lots of people don't take R2 Astromech on their Rebel Y-wings, because while it's a helpful upgrade, skipping it is an easy way to make room for something else in your list. I suspect the Unhinged Astromech will be in a similar position.
I think the reason for this is that the desire for forward-attacking Y-Wings is less than turret-equipped Y-Wings. Why fly a setup that encourages dogfighting and maneuver when turret Y-Wings are simpler, cheaper, and have more use? If we had a reason for Y-Wings to want to use a forward-attack option more often then we'd see the R2 unit and the Unhinged Astromech come back to the table.
But for that to happen either something else needs to be given to the Y-Wing or torpedo options need to be better.
Feedback array and Hotshot blaster seem like later-game things to me where you need to land that ONE hit to kill a fighter. Slippery interceptors or Phantoms that try to get out of your way now face a desperate out-of-arc attack that may finish them. Especially for feedback array- you'd take that damage and the ion token to kill off someone like Fel or Echo if you had the chance would you?
And knowing that those are on the table might encourage savvy maneuver players not to get to close to ships that are packing them or, if they do, they risk a hip-shot from what they just tried to dodge. Feedback Array is 1 point of direct damage, and Hotshot blaster can still do criticals out to range 2. I think Hotshot blaster is a little pricey but maybe bringing it to the table and watching it work could convince me of the wisdom of the designers pricing it where they did.
After all you can run six Binayre Pirates with Hotshots. I'm curious to see how bad that first round of shooting in all directions is going to look.
I don't use bombs much but I find myself wishing Bomb loadout wasn't limited so a Y-Wing can double-load out on bombs... but maybe they did that so the Y-Wing doesn't have a leg up on Bombers? (limited is one per craft, to those who didn't know or had to look it up like me). Still, that's a lot more flexibility for Y-Wings thats backwards compatible with the rebels too.
Edited by NorsehoundI like what we'v seen so far deadman switch being something of a middle finger as you die just works for me, plus you can imagine the grime boss installing it to ensure loyalty hehe.
"Grime boss" ![]()
I have a tough time seeing how Feedback Relay is anti-Interceptor/Phantom. I mean, sure, keeping them from wanting to do a Range 1 shot is nice, but I'm not seeing a significant impact. Hot Shot Blaster is a nice 1 time shot to fight the arc dodgers. Though, I imagine Phantoms and Interceptors will fear it more on high PS ships than on the lower PS skills. Great option on Fett.
Kamikaze Scum is going to be fun. Heck, toss it on a Large base to see things scatter.
I'd honestly use Feedback Relay at literally anytime a Phantom/Interceptor was in range of it. I'd likely not have it on a spendy ship anyway, and one auto damage on them is glorious.
If I were to use Feedback Relay, I'd likely toss it on two cheap ships and just have them run forward. Sure, the Phantom/Interceptor can dodge them, but that limits where they go.
I'm also curious about it vs Phat Han, I mean, it is probably to "drop in the bucket" for it to have an impact, on the other hand, it gives zero craps about his damage avoidance shenanigans.
A Y-wing with R7-T1 or an Engine Upgrade can boost out of range, I think. I'd have to get my templates out or boot up Vassal to be sure, and I'm at work at the moment.
@Everyone who noticed that you can't take R7-T1 and Genius on the same ship: shows what you know. There are a lot of upgrades still unspoiled, and one of them easily could be something that lets you equip a second out-of-faction astromech, and when that upgrade is revealed you'll all feel terrible for laughing at me.
They would not do that because unhinged and R2-D2 become broken.
They would not do that because unhinged and R2-D2 become broken.A Y-wing with R7-T1 or an Engine Upgrade can boost out of range, I think. I'd have to get my templates out or boot up Vassal to be sure, and I'm at work at the moment.
@Everyone who noticed that you can't take R7-T1 and Genius on the same ship: shows what you know. There are a lot of upgrades still unspoiled, and one of them easily could be something that lets you equip a second out-of-faction astromech, and when that upgrade is revealed you'll all feel terrible for laughing at me.
I was poking fun at my own mistake, not seriously suggesting that such an upgrade will be introduced.
I have zero interest in running a Rebel z-swarm.
A Scum Deadman's Switch z-swarm? Why, hello... somebody's got a Gaming Boner!
get a bunch of Z95s all with Dead Man Switch, group them together and rush them into the enemy forward 4. When Z95 #1 dies, he explodes, dealing everybody 1 damage, including all your other Z95s. Then Z95 #2 dies from it and explodes, killing Z95 #3 which then explodes, and you get this chain reaction going, and you will lose all your Zs in exchange for blowing everything in that area 4-5 uncancellable damage
Thats exactly what I was thinking. Have 1 ship as my main ship and then kamikaze a bunch of dead man switch zs into the enemies formation. If they attack me, they will just harm their own ships.
The bombs for Y-wings made me giddy.
I wonder, can a player fire on his own ships? Just imagine a pirate Z-95 with 1 hull left trying to zoom into an enemy formation only not to receive a single shot as they don't want the damage. I feel that I should be able to fire on him with one of of my other ships to force it to activate, which works pretty well thematically.
Could also have a swarm of feedback relays if they arent using fatties you can swarm an enemy ship and take it out without rolling dice (though your ships would probably die in process depending on range from each other.
I wonder, can a player fire on his own ships? Just imagine a pirate Z-95 with 1 hull left trying to zoom into an enemy formation only not to receive a single shot as they don't want the damage. I feel that I should be able to fire on him with one of of my other ships to force it to activate, which works pretty well thematically.
Fortunately or not, the rules specify that you can only attack enemy ships.