Wave 7 Stats/Mechanics Speculation

By KineticOperator, in X-Wing

First, please do NOT clutter this thread up with complaints. Use one of the other dozens of complaint threads to voice your nerd rage/disappointment/threats/whatever.

I wanted to have a thread to discuss what people expect or would like to see in terms of mechanics for this wave, without having to sift past dozens of complaints/compliments. The extra icon on the K-Wing, the stats for the different ships and pilots, what the nature of the ordnance fix might be considering FFG's general allergy towards errata, what the dials might look like, how the Hound's Tooth and the Nashtah Pup are handled or ignored, etc., what do they do?

I'm thinking that new action for the K-wing is a new boost. Maybe it can only go straight but it can use the 1 or 2 templates.

Someone suggested elsewhere that it was some type of munitions recycler. I like it but I think that the Punisher would have to have access to it as well if that was the case.

I think there will be multiple tweaks that address ordinance/munitions. One may be something that allows multiple use or reuse to help offset the cost, but I think even likelier is some fashion of action economy to mitigate the required expenditure of target locks or focuses, allowing older munitions to be fired and modified in a single turn. I don't know if this will be a global change, such as simply letting you use the "spent" target lock to both fire and reroll, or some form of targeting computer type upgrade that grants something similar to the Agromech, for example. FFG will almost certainly surprise us.

Edited by R2ShihTzu

Prediction:

The action on the K-Wing is one of the main pieces of the munitions fix.

It will be the only ship with the action native to the action bar, but it will be made available to all other ships via a modification card a la Targeting Computer or Engine Upgrade.

Had the same thought Sparky

...considering FFG's general allergy towards errata...

Where do people get this idea? The first section of the FAQ which is almost two full pages is dedicated just to errata. I don't know how that compares to other games, but I don't think FFG is as opposed to errata as people seem to think they are.

Edited by TurtleFreak

Now this is a thread I will happily participate in! My bet for that new action on the K-Wing is a double-fire action. The K-Wing has two separate turrets, fluff-wise: one short range, and one medium-range. This new action will allow you to fire at two separate targets, each target can be outside of your primary arc, but they must be at two different ranges. I see Weapons Engineer as a crew member on this thing, letting you acquire and maintain two target locks, which will be useful now, as you will be able to spend both to modify dice on different targets on the same turn.

The Kihraxz intrigues me the most right now. At first, I thought ffgs model looked like the e-wing. However, the statline looks like 3/2/1/4 with only tl and focus for actions, which reminds me of the x-wing stats. SWG didn't feature it with an astromech iirc, but it could be a candidate as second ship to use the salvaged astromech upgrade. Otherwise I guess a system slot. Probably a torp/missile slot. Assuming they don't throw any curve balls with options or crazy good dial features, I also expect a PS 1/2 generic costed 20 points or less.

I think there will be multiple tweaks that address ordinance/munitions. One may be something that allows multiple use or reuse to help offset the cost, but I think even likelier is some fashion of action economy to mitigate the required expenditure of target locks or focuses, allowing older munitions to be fired and modified in a single turn. I don't know if this will be a global change, such as simply letting you use the "spent" target lock to both fire and reroll, or some form of targeting computer type upgrade that grants something similar to the Agromech, for example. FFG will almost certainly surprise us.

im guessing action economy will be the likely change. not being able to modify dice with ur target lock when u fire ordnance hurts. You are taking a blind, unmodified attack and it has cost you a target lock and 2-5 squad points to do it. NO surprise ordnance has not caught on. It may come in the form of a ship modification that only ships with ordnance slots can use.

Being able to use the ordnance twice is still not great as you run the risk of not getting it off before you blow up. I wonder if we will see 'munitions' tokens which are used up like shields when you hit with ordnance - a more powerful version of munitions failsafe?

What about bombers getting a double target lock? one to fire and one to modify dice?

Low PS bombers have problems even getting a target lock on stuff so this could be looked at as well? Why not give them a second target locking opportunity? They can wait till the activation phase to target lock :)

I think there will be multiple tweaks that address ordinance/munitions. One may be something that allows multiple use or reuse to help offset the cost, but I think even likelier is some fashion of action economy to mitigate the required expenditure of target locks or focuses, allowing older munitions to be fired and modified in a single turn. I don't know if this will be a global change, such as simply letting you use the "spent" target lock to both fire and reroll, or some form of targeting computer type upgrade that grants something similar to the Agromech, for example. FFG will almost certainly surprise us.

im guessing action economy will be the likely change. not being able to modify dice with ur target lock when u fire ordnance hurts. You are taking a blind, unmodified attack and it has cost you a target lock and 2-5 squad points to do it. NO surprise ordnance has not caught on. It may come in the form of a ship modification that only ships with ordnance slots can use.

Being able to use the ordnance twice is still not great as you run the risk of not getting it off before you blow up. I wonder if we will see 'munitions' tokens which are used up like shields when you hit with ordnance - a more powerful version of munitions failsafe?

What about bombers getting a double target lock? one to fire and one to modify dice?

Low PS bombers have problems even getting a target lock on stuff so this could be looked at as well? Why not give them a second target locking opportunity? They can wait till the activation phase to target lock :)

Called it!

Extra Munitions upgrade card uses an ordnance token, i was wrong on the name (i called mine munitions tokens) but i guessed what the mechanic was :). Yeah i didnt guess right on the 'only if it hits' part but i was close on that.

this is gonna make bombs rather good right? or at least way more efficient if u have say 2+ onboard.

Edited by The_Brown_Bomber