ARC 170s (again)

By mazz0, in X-Wing

IF (and that's a very big IF) the rumors are true, the 170 will be Rebel. Which is a shame, Imperil ARC-170's in the grey and grey color scheme are 100% canon. But then you would need a new Imperial Astomech upgrade slot and then every fanboy would cry about prequel ships and non-TIEs polluting the Empire.

It's an odd choice for the next wave, since we have Rogue One coming very soon and Episode 8 right after that.

I'm betting on the following stats:

Att 3

Agi 1

Hull 5

Shield 4

Focus, TL

Astro, crew, system, torp

Title of ARC-only mod that gives a 2 dice attack but only out of arc (not ARC, arc). That way you don't give it cannon or turret upgrades. And no Aux arcs. On the ARC.

And I can live without the system slot, it just seems like something this ship should have though.

Oh and GUNBOAT. Just GUNBOAT.

I just saw a rumour that the ARC170, H6 Scurrg, TIE Special Forces and a mando fighter are coming for wave 9

Just saying. Imma take that wager now.

Source??

Would be freaking awesome if true!

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The last 4 ships on the list are:

-ARC 170

-TIE DELLE FORZE SPECIALI (Italian for Special Forces TIE)

-ASTROCACCIA DEL PROTETTORATO (Protectorate Starfighter)

-SHADOWCASTER

However take it with a grain of salt, everyone could have made a spreadsheet like that

The last four on that spreadsheet of course should be:

GUNBOAT

TIE Avenger

Missile Boat

Stormtrooper Transport

The all IMP wave.

So, the rumor is just this one screen shot of, what...inventory list? Order form? Sure....ok.

How far out does FFG make their stores order stuff?

I just saw a rumour that the ARC170, H6 Scurrg, TIE Special Forces and a mando fighter are coming for wave 9

Just saying. Imma take that wager now.

Source??

Would be freaking awesome if true!

1463517252916.jpg

The last 4 ships on the list are:

-ARC 170

-TIE DELLE FORZE SPECIALI (Italian for Special Forces TIE)

-ASTROCACCIA DEL PROTETTORATO (Protectorate Starfighter)

-SHADOWCASTER

However take it with a grain of salt, everyone could have made a spreadsheet like that

Pretty obviously faked, though - FFG's development time on ships is over a year, and the Mando fighter and Shadowcaster only just got created this year.

I'm pretty sure we WILL get them, someday, but not in wave 9 - simply not enough time for FFG to have turned those around. I mean, for real, look how long it took FFG to get the Ghost and Inquisitor's TIE out (hell, the Inquisitor himself was dead nearly a full year before we finally got his fighter!) - and that would be the 'crash course, fastest we can turn something around' speed.

No way the Mando fighter and Shadowcaster are in wave 9. Not a chance.

I'd like to see the ARC 170 expansion. I think it could be released as a a Imperial, Scum, and Rebel ship.

It would seem that certainly Scum, and to a lesser extent Rebels fly what ever they can get their hands on. Clone war ships should naturally appear there.

Reminder: If there was an imperial Arc 170, and it had an astromech slot, we'd have to deal with R2-D2 switching sides to hunt down Luke. BB-8 flying side by side with Vader.

you'd have to make imperial astromechs, kinda like scum has salvaged astros

but the ARC is just such a shoo in for the rebels that it'd never happen, and it can be designed to fill in some design space

hopefully the designers notice this and don't just release another DOA jouster :(

Reminder: If there was an imperial Arc 170, and it had an astromech slot, we'd have to deal with R2-D2 switching sides to hunt down Luke. BB-8 flying side by side with Vader.

So errata the Droids.

Reminder: If there was an imperial Arc 170, and it had an astromech slot, we'd have to deal with R2-D2 switching sides to hunt down Luke. BB-8 flying side by side with Vader.

So errata the Droids.

If they wanted to go down that route, they probably would have done so when they introduced the Scum faction.

New droids called "Imperial Astromech" done.But it's moot, if and I believe if the ARC170 is coming then it'll be Rebel.

you'd have to make imperial astromechs, kinda like scum has salvaged astros

but the ARC is just such a shoo in for the rebels that it'd never happen, and it can be designed to fill in some design space

hopefully the designers notice this and don't just release another DOA jouster :(

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Are these more to your liking? (btw I suck at making abilities for upgrades, so go ahead and give something better then what I got, and I'll make it.)

Edited by YwingAce

poor thing is really overpriced :(

20 points max

gunnery co-pilot would have to read "when a secondary weapon upgrade instructs you to spend a target-lock, you may immediately acquire a target-lock on the defender" or "you may choose not to discard it". But really, at 2 points I think we can afford a generic FCS-type card that triggers on any attack type (and just so happens to really synergize with ordnance ;) )

the full boat (proton, em, gunnery co) hits in at 8 for 28 a pop; 29 for crackshot

cheaper and scarier than the JM5k and on a small base, but no turret (and no r4 aggro) and presumably a far more limited dial

plus it requires TLs to fire as opposed to deadeye. The deadeye option is available, but they wouldn't get re-rolls like scouts do

Edited by ficklegreendice

poor thing is really overpriced :(

20 points max

gunnery co-pilot would have to read "when a secondary weapon upgrade instructs you to spend a target-lock, you may immediately acquire a target-lock on the defender" or "you may choose not to discard it"

the full boat (proton, em, gunnery co) hits in at 8 for 28 a pop; 29 for crackshot

cheaper and scarier than the JM5k and on a small base, but no turret (and no r4 aggro) and presumably a far more limited dial

Whoops, forgot to change the price! :lol:

Would be interesting to see a ship with three torpedo slots. Extra munitions and double plasmas?

more munitions just makes it less likely the ship will live long enough to fire em all :P

you really only need one for the actual ordnance and one for extra munitions

fun note: a generic FCS crew (once per round, when you spend a target-lock you may immediately acquire a free target-lock on the same ship) ala Gunnery co-pilot would REALLY open up the system slot on the ghost

might actually use reinforced deflectors, then!

Edited by ficklegreendice

Barrel Roll seems generous when an X-Wing hasn't got it...might almost think that with those big engines, boost might be more appropriate, but maybe not as they are 'older' technology...

...I've got mine all ready and mounted for when the cards are finalised...the DeAgostini one is only a little too big, and the colours aren't bad, either :)

[Wondering if the K-Wing dial would be about right ?]

Edited by ianmiddy

b-roll may be generous, be we're getting it anyway with bb-8 so eh :P

bb-8 + sabine is the stuff dreams are made of

gonna want a k turn in there, somewhere, though. No K with no SLAM makes ordnance really difficult to fire off after the first pass. If they end up having aux arcs, though, they kinda need to not have Ks to justify their price

Edited by ficklegreendice

Reminder: If there was an imperial Arc 170, and it had an astromech slot, we'd have to deal with R2-D2 switching sides to hunt down Luke. BB-8 flying side by side with Vader.

So errata the Droids.

Hard pass.

b-roll may be generous, be we're getting it anyway with bb-8 so eh :P

bb-8 + sabine is the stuff dreams are made of

Good point, and as it's only via 4 greens, not as good as a native one...

I'll have to take your word about Sabine...the only time I've tried her was on a K against Triple Jumps - laid plenty of cluster mines between asteroids, which the Scouts promptly jumped around :(

b-roll may be generous, be we're getting it anyway with bb-8 so eh :P

bb-8 + sabine is the stuff dreams are made of

Good point, and as it's only via 4 greens, not as good as a native one...

I'll have to take your word about Sabine...the only time I've tried her was on a K against Triple Jumps - laid plenty of cluster mines between asteroids, which the Scouts promptly jumped around :(

:P

I've had a lot of fun with Conner Net + Sabine KKK, it's a bad list against U-boots, but if you stumble upon Imperial Aces... it's just evil :P

conner nets are expertly woven from the very fabric of every low-health aces' worst nightmares

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Better? :lol:

Edited by YwingAce

If they add the clone wars era factions in it is really tricky to place them which is why I am thinking more of an alliance wheel where you have a primary faction and then based on the total points of your list you can spend a certain number points one 1 adjacent faction (not both, and not from factions that are not adjacent.)

X_wing_alliance_Wheel.png

The trick is what to do with the scum, I had thought about moving them to the middle as a pure neutral faction that can be taken as allies by any faction but cannot take allies. But for now I just squeeze them between the resistance and CIS.

You really only need one for the actual ordnance and one for extra munitions, then!

I was having a conversation with a friend about this earlier today. I think I'd like to see 2 Torpedo slots and a zero point title that acted as Extra Munitions.

That way you could either take 2 of 2 different types of Torpedoes, or pay 6 points for 3 Proton Torpedoes.

^ I can see the CIS as a subfaction of Scum, but the Republic should be either Rebel for stuff like the N-1 or Empire for the V-wing, Eta-2 and ARC-170. Although I could also see the ARC going to rebels and V-wing going to scum, leaving the Eta-2 as Vader's sweet proto-TIE...still don't know if it's worth it to give the Empire their own class of Astromechs or just leave it out altogether. It was a bit silly that such a small ship could house an Astro anyway. Maybe a title that allows only non-unique Astromechs, giving them a much smaller pool than either rebels or scum.