Miranda Doni and "Redline" Pilot Abilities, more to follow

By Tvboy, in X-Wing

http://xwingtactics.tumblr.com/

Along with all the other text I could decipher from the spoiled images on those ships, including the upgrades.

Will post on the other 2 ships when I get home from my game night.

PS 7 Pilot “Redline” for 27 points: “You may maintain 2 target locks on the same ship. When you acquire a target lock, you may acquire 2 target locks on the same ship.”

PS 8 Pilot is Miranda Doni, 29 points: “Once per round, when attacking you may either spend 1 shield to roll 1 additional attack dice or roll 1 fewer attack dice to recover 1 shield."

Edited by Tvboy

Okay I really like the K-Wing. I can literally load every kind of munition on one K-Wing if I want, have it hang back, and supplement dogfighting.

K-Wing as a master of naked Zs might be incredible. Deny those actions, block, stress everything and everyone, and just let the munitions loose.

Bossk's ability is that, before damage is dealt, he can turn one [KABLAM] result into TWO [boom] results.
Yes, his first Crit when he attacks is always better than a Direct Hit, excepting when your opponent is playing R5-D8.

Talonbane Cobra's ability is that his range bonuses are doubled. He rolls 5 red dice at Range 1, and 4 green dice at Range 3 (instead of the typical 4 and 3 for a 3 attack 2 agility fighter).

Also,
Glitterstim is an Illicit upgrade for 2.

You can discard it to turn ALL Eyeballs that ship rolls that turn to (Hits) or (Evades), respectively.

Advanced SLAM is a Modification for 2.

It gives you a free action if your SLAM action didn't overlap obstacles or ships.

Cluster Mines are a bomb for 4.

It drops and triggers just like Proximity Mines, except you put down 3 tokens in one go! No word on how much damage it deals upon detonation, yet.

Talonbane Cobra's ability is that his range bonuses are doubled. He rolls 5 red dice at Range 1, and 4 green dice at Range 3 (instead of the typical 4 and 3 for a 3 attack 2 agility fighter).

It also applies when he's defending, so that's 4 green dice at Range 3.

Thanks, I would have put everything up but the article came out just as I was leaving work.

Advanced SLAM is a Modification for 2.

It gives you a free action if your SLAM action didn't overlap obstacles or ships.

Don't see it getting that much use, to be honest. With only one defense dice, and not being able to shoot, I can't see a focus. A target lock for next turn perhaps? You'll be out of range half the time anyway.

Advanced SLAM is a Modification for 2.

It gives you a free action if your SLAM action didn't overlap obstacles or ships.

Don't see it getting that much use, to be honest. With only one defense dice, and not being able to shoot, I can't see a focus. A target lock for next turn perhaps? You'll be out of range half the time anyway.

Could be useful with bombs that take an action to drop. Perform your SLAM move then drop a proximity mine on an enemy.

Advanced SLAM is a Modification for 2.

It gives you a free action if your SLAM action didn't overlap obstacles or ships.

Don't see it getting that much use, to be honest. With only one defense dice, and not being able to shoot, I can't see a focus. A target lock for next turn perhaps? You'll be out of range half the time anyway.

It doesn't limit the free action to one in your action bar, mate.

Advanced SLAM is a Modification for 2.

It gives you a free action if your SLAM action didn't overlap obstacles or ships.

Don't see it getting that much use, to be honest. With only one defense dice, and not being able to shoot, I can't see a focus. A target lock for next turn perhaps? You'll be out of range half the time anyway.

It doesn't limit the free action to one in your action bar, mate.

Yes it does, why wouldn't it? Squad leader gives a free action and the ship that receives it is only allowed to perform an action on their action bar. (I suppose you could add in Action upgrade headers)

Limiting to Targetlock/Focus since you can't take an EPT you could take bombs that require an action, or EU

The only cards that specify whether or not an action is on your action bar are Push the Limit, Experimental Interface, and Damaged Sensor Array.

Edit: And just so you know, Engine Upgrade adds the [boost] symbol to your action bar, it does not have the "Action:" header.

Edited by Joker Two

Advanced SLAM is a Modification for 2.

It gives you a free action if your SLAM action didn't overlap obstacles or ships.

Don't see it getting that much use, to be honest. With only one defense dice, and not being able to shoot, I can't see a focus. A target lock for next turn perhaps? You'll be out of range half the time anyway.

It doesn't limit the free action to one in your action bar, mate.

Yes it does, why wouldn't it? Squad leader gives a free action and the ship that receives it is only allowed to perform an action on their action bar. (I suppose you could add in Action upgrade headers)

Limiting to Targetlock/Focus since you can't take an EPT you could take bombs that require an action, or EU

Your action bar and the action header in an upgrade are two completely different things.

Example: Push the Limit specifies action bar, which means you can't use PTL to boost and the drop a bomb.

Add SLAM does not restrict you to your action bar, so the point is to SLAM and then drop a bomb on someone.

Advanced SLAM is a Modification for 2.

It gives you a free action if your SLAM action didn't overlap obstacles or ships.

Don't see it getting that much use, to be honest. With only one defense dice, and not being able to shoot, I can't see a focus. A target lock for next turn perhaps? You'll be out of range half the time anyway.

It doesn't limit the free action to one in your action bar, mate.

Yes it does, why wouldn't it? Squad leader gives a free action and the ship that receives it is only allowed to perform an action on their action bar. (I suppose you could add in Action upgrade headers)

Limiting to Targetlock/Focus since you can't take an EPT you could take bombs that require an action, or EU

Do what the card says, and don't do what the card doesn't say to do.

Squad Leader is similarly unrestricted, by the way. You can perform any action you could have performed in your "Perform Actions" step, not just the ones in your action bar.

You have at least 2 bombs, Crew, whatever the thing is to the left of the Crew, and Engine Upgrades that can improve your action pool. I'm kinda sad about the EPT, 'cause a Hard Turn into a Hard Turn(Slam) into a Daredevil would be hilarious :D

EU actually does add Boost to your action bar, so you can use it with PTL, but not if you get hit with that one crit.

Allow me to just say the ordnance fix provided by Redline is so ...so ... ELEGANT!

Gosh, all of you talking about all these new stuff and not meditate about what "Redline" can do, except the guy above this post? Why?

He/She/(Both) is so awesome! Use one target lock to fire the ordnance and the other target lock for more precision! What if your using Homing missiles? 2 target locks for the best precision! To bad it cant use an EPT, cause I'm pretty sure it'll work well with Crackshot (The EPT that comes with the Hound's Tooth, between SoT and LoneWolf) for more accuracy-oriented abilities; or Lightning Reflexes (EPT from the Khiraxz Expansion) for more versatility and survivability.

Edited by Orgapurius0907

What if your using Homing missiles? 2 target locks for the best precision!

Once a die has been re-rolled in an attack, it cannot be re-rolled.

His ability is useless on Homing Missiles, Ion Pulse MIssiles, and Proton Rockets.

However, it gives the benefits of Homing Missiles to EVERY OTHER MISSILE/TORPEDO.

That's nuts :)

The TIE punisher also can equip a FCS, INFINITE DOUBLE TARGET LOCKS!

What if your using Homing missiles? 2 target locks for the best precision!

Once a die has been re-rolled in an attack, it cannot be re-rolled.

His ability is useless on Homing Missiles, Ion Pulse MIssiles, and Proton Rockets.

However, it gives the benefits of Homing Missiles to EVERY OTHER MISSILE/TORPEDO.

That's nuts :)

Homing missiles also prevent evade spending, so not useless on Redline.

Just be thankful Redline doesn't have a Crew slot. Weapons Engineer synergy, natch?

What if your using Homing missiles? 2 target locks for the best precision!

Once a die has been re-rolled in an attack, it cannot be re-rolled.

His ability is useless on Homing Missiles, Ion Pulse MIssiles, and Proton Rockets.

However, it gives the benefits of Homing Missiles to EVERY OTHER MISSILE/TORPEDO.

That's nuts :)

Homing missiles also prevent evade spending, so not useless on Redline.

Rather spend a point less for Concussion missiles, which have the same effect in the vast majority of the time that the enemy has an evade token, and are simply better on Redline when they don't :)

SETUP: Redline with Cluster Missile and FCS

1) Spend TL1 to make attack

2) Spend TL2 on dice.

3) Gain 2x TLs from FCS (triggers after first attack from Cluster Missiles).

4) Spend TL3 on Attack #2.

5) Gain TL#5 from FCS.

6) Lol because you have two Cluster Missiles because of Extra Munitions (or four if you equip two separate Cluster Missiles).

SETUP: Redline with Cluster Missile and FCS

1) Spend TL1 to make attack

2) Spend TL2 on dice.

3) Gain 2x TLs from FCS (triggers after first attack from Cluster Missiles).

4) Spend TL3 on Attack #2.

5) Gain TL#5 from FCS.

6) Lol because you have two Cluster Missiles because of Extra Munitions (or four if you equip two separate Cluster Missiles).

At step #5 there, I'm not sure if you can gain a target lock. You can't normally acquire a target lock on a ship you already have a target lock on; since you still have Lock #4 on the defender I don't think you can trigger FCS to trigger his ability to get Lock #5.

Definitely a question worthy of the FAQ though, and either way he still ends the turn with a target lock on the defender, so he can start the cycle next turn.

PS 8 Pilot is Miranda Doni, 29 points: “Once per round, when attacking you may either spend 1 shield to roll 1 additional attack dice or roll 1 fewer attack dice to recover 1 shield."

This with r2d2 in its crew slot anyone?

So how about those two Khiraxz EPTs...

Crac[??]

"When atta[cking] (an enemy inside?)

your firi[ng arc] (you may)

discard th[is card] (to cancel?)

1 of the de[fender's] (evade results?)"

Depending on price, this could be pretty legit. Definitely better than the other "discard to use" EPT Adrenaline Rush.

Ligh[tning]

Ref[lexes]

Small ships only

"After you...

or green...

dial, you...

card to...

180°. Then...

token after ...

Str[ess?]"

I'm not able to guess most of the text on this one, but it appears to be the chance to rotate your ship 180 degrees after revealing a maneuver (but possibly before executing it?). Looks like another discard-to-use EPT.

SETUP: Redline with Cluster Missile and FCS

1) Spend TL1 to make attack

2) Spend TL2 on dice.

3) Gain 2x TLs from FCS (triggers after first attack from Cluster Missiles).

4) Spend TL3 on Attack #2.

5) Gain TL#5 from FCS.

6) Lol because you have two Cluster Missiles because of Extra Munitions (or four if you equip two separate Cluster Missiles).

At step #5 there, I'm not sure if you can gain a target lock. You can't normally acquire a target lock on a ship you already have a target lock on; since you still have Lock #4 on the defender I don't think you can trigger FCS to trigger his ability to get Lock #5.

Definitely a question worthy of the FAQ though, and either way he still ends the turn with a target lock on the defender, so he can start the cycle next turn.

Nothing is preventing you from spending both TLs on the second attack though. While you can only reroll a die once, it's already been FAQ'd that you can spend a TL to not reroll anything. As such, it'd actually be acquire TL #5 and #6 if you want to be truly picky.