As for the Twin Ion Engine upgrade I can't see any arrows at all, seems to be just text. You sure you're not looking at Extra Munitions? That one has two bold symbols in the text.
Punisher Pilots "lightly" spoiled by spanish distributor!!!
I'm curious about that Plasma Torpedo. The Attack requirement is different. It's not Target Lock as that fits on one row, they needed to go down to the second row to fit. It's two words, what could it be?
Could it maybe be something along the lines of:
"Target must have a red target lock token"
That would solve a lot of the issues that low PS ordnance carriers have and would make a shuttle with Weapons Engineer and the title awesome, even if it never got an enemy in it's arc.
Edited by WWHSDProton Rockets can be equipped by any ship with a missile slot. However, it's useless to the Firespray, Falcon and Kihrax as it does the same or less damage than their primary attack at Range 1. It's also pretty weak on the Z-95 and TIE bomber where it's 4 dice relative to a primary of 3 and the TIE defender where it's 5 versus 4. Pretty much the only ships that can use it properly are the TIE advanced x1, Scyk and A-wing. The Scyk and A-wing pay 5 points for it and the TIE advanced has a slight antisynergy due to Advanced Targeting Computer which only affects primaries and would grant a three dice + autocrit attack at Range 1 assuming TL.
Therefore, it's not unreasonable that FFG would release a TIE only card that doesn't have an appreciable function on all TIEs.
Or, to put it another way, if they did want to make a card that only affected TIEs with poor turns (TIE defender, TIE punisher, TIE bomber and any future TIEs with turning issues) what would they put on the card? TIEs With Red Turns On Their Maneuver Dials Only? TIE only restricts it from ships you don't want it to go on (Y-wings, Lambda Shuttles, HWKs) and is efficient with card space. They don't need to write a restriction on for the TIE fighter, interceptor, advanced and phantom because it's already restricted by having no effect, a la Engine Upgrade on an A-wing.
It's not Target Lock as that fits on one row,Does it in Spanish?
Look at the Flechettes
You can vaguely make out what might be arrows on TIE card but on the left: we'd be able to see them in the fan. It's actually looking to potentially not refer to directional maneuvers at all.
It's not Target Lock as that fits on one row,Does it in Spanish?
Look at the Flechettes
Looking at Flechette, it's almost certainly Attack: Target Lock. Words look the same but it goes down a row on Plasma because it's indented further.
I'm curious about that Plasma Torpedo. The Attack requirement is different. It's not Target Lock as that fits on one row, they needed to go down to the second row to fit. It's two words, what could it be?
Could it maybe be something along the lines of:
"Target must have a red target lock token"
That would solve a lot of the issues that low PS ordnance carriers have and would make a shuttle with Weapons Engineer and the title awesome, even if it never got an enemy in it's arc.
It also makes Jonus with VI a pretty good spotter to bring along even if you don't put ordnance on him.
I'm really curious about the Plasma Torpedoes. According to Wookiepedia, their traditional roll has been as shield-busters. Possibly they either do more damage against shielded targets, or disrupt shield regeneration effects from R2D2 or IG88A?
Proton Rockets can be equipped by any ship with a missile slot. However, it's useless to the Firespray, Falcon and Kihrax as it does the same or less damage than their primary attack at Range 1. It's also pretty weak on the Z-95 and TIE bomber where it's 4 dice relative to a primary of 3 and the TIE defender where it's 5 versus 4. Pretty much the only ships that can use it properly are the TIE advanced x1, Scyk and A-wing. The Scyk and A-wing pay 5 points for it and the TIE advanced has a slight antisynergy due to Advanced Targeting Computer which only affects primaries and would grant a three dice + autocrit attack at Range 1 assuming TL.
Therefore, it's not unreasonable that FFG would release a TIE only card that doesn't have an appreciable function on all TIEs.
Or, to put it another way, if they did want to make a card that only affected TIEs with poor turns (TIE defender, TIE punisher, TIE bomber and any future TIEs with turning issues) what would they put on the card? TIEs With Red Turns On Their Maneuver Dials Only? TIE only restricts it from ships you don't want it to go on (Y-wings, Lambda Shuttles, HWKs) and is efficient with card space. They don't need to write a restriction on for the TIE fighter, interceptor, advanced and phantom because it's already restricted by having no effect, a la Engine Upgrade on an A-wing.
It's not Target Lock as that fits on one row,Does it in Spanish?
Look at the Flechettes
It definitely says "Ataque: [blanco Fijado]" that translates into "Attack [Target Lock]".
The font size seems to change depending on the amount of text on the card. When there is a lot of text, they choose a slightly smaller font size so that it all fits in the card. That is what makes Ataque [blanco Fijado] fit in a single line for Flechette Torpedos.
I'm really curious about the Plasma Torpedoes. According to Wookiepedia, their traditional roll has been as shield-busters. Possibly they either do more damage against shielded targets, or disrupt shield regeneration effects from R2D2 or IG88A?
A built in focus effect when used against a target with shields would be cool.
Not sure how I'd word it, but I'll venture a guess. Maybe it does full damage against shielded targets, but if the target has no shields, deal one damage and cancel all dice results.
Not sure how I'd word it, but I'll venture a guess. Maybe it does full damage against shielded targets, but if the target has no shields, deal one damage and cancel all dice results.
It doesn't look like it does very much damage though. It's blurry but it looks like it does 3 damage at ranges 2-3 for 3 points. To me that seems like it's intended to be a cheap range three attack. Giving it a buff against shields seems like it makes more sense than penalizing it against targets without.
Disrupting regeneration would work on a grand total of one practically unused pilot out of the game's 142 pilot cards and two astromechs, so I don't think that's likely. Shield interaction potentially on 118 of those pilots with the TIE interceptor, TIE fighter and TIE bomber being the only three unshielded craft in the game.
Personally though I think it's more likely if it reacts with any defence it'll be evade results.
Edited by TIE PilotIt's interesting that a fighter with Boost is shipping with a modification other than Autothrusters. I wonder which of them will be more generally useful on the Punner?
Obviously the mod itself is intended for the Defender, and maybe the Advanced. But I suspect the Punner dial was built with the TIE mod in mind.
Not sure how I'd word it, but I'll venture a guess. Maybe it does full damage against shielded targets, but if the target has no shields, deal one damage and cancel all dice results.
It doesn't look like it does very much damage though. It's blurry but it looks like it does 3 damage at ranges 2-3 for 3 points. To me that seems like it's intended to be a cheap range three attack. Giving it a buff against shields seems like it makes more sense than penalizing it against targets without.
It could also have damage scaling like Proton Rocket but instead of scaling off of the attacker's agility, it would scale off of the Defender's current number of shield tokens and cap at something like three extra dice.
I know you guys are saying the word for the pilot translate to "Death Rain"
But I'm really hoping in English that it's Deathfire McDibbs, even without the McDibbs.
Not sure how I'd word it, but I'll venture a guess. Maybe it does full damage against shielded targets, but if the target has no shields, deal one damage and cancel all dice results.
It doesn't look like it does very much damage though. It's blurry but it looks like it does 3 damage at ranges 2-3 for 3 points. To me that seems like it's intended to be a cheap range three attack. Giving it a buff against shields seems like it makes more sense than penalizing it against targets without.
It could also have damage scaling like Proton Rocket but instead of scaling off of the attacker's agility, it would scale off of the Defender's current number of shield tokens and cap at something like three extra dice.
Bwing crusher missile goooooo
It could also have damage scaling like Proton Rocket but instead of scaling off of the attacker's agility, it would scale off of the Defender's current number of shield tokens and cap at something like three extra dice.
If it hits cancel all dice and do an amount of damage = to targets shields, capped at 3. (or shields +1?)
Not sure how I'd word it, but I'll venture a guess. Maybe it does full damage against shielded targets, but if the target has no shields, deal one damage and cancel all dice results.
It doesn't look like it does very much damage though. It's blurry but it looks like it does 3 damage at ranges 2-3 for 3 points. To me that seems like it's intended to be a cheap range three attack. Giving it a buff against shields seems like it makes more sense than penalizing it against targets without.
It could also have damage scaling like Proton Rocket but instead of scaling off of the attacker's agility, it would scale off of the Defender's current number of shield tokens and cap at something like three extra dice.
Bwing crusher missile goooooo
It could also have damage scaling like Proton Rocket but instead of scaling off of the attacker's agility, it would scale off of the Defender's current number of shield tokens and cap at something like three extra dice.
If it hits cancel all dice and do an amount of damage = to targets shields, capped at 3. (or shields +1?)
this makes a lot more sense than my idea.
"Plasma Torpedoes" don't cancel any dice results,
But "Advanced Homing Missiles" DO cancel all dice results after doing whatever nasty thing they do to their target.
Not sure how I'd word it, but I'll venture a guess. Maybe it does full damage against shielded targets, but if the target has no shields, deal one damage and cancel all dice results.
It doesn't look like it does very much damage though. It's blurry but it looks like it does 3 damage at ranges 2-3 for 3 points. To me that seems like it's intended to be a cheap range three attack. Giving it a buff against shields seems like it makes more sense than penalizing it against targets without.
It could also have damage scaling like Proton Rocket but instead of scaling off of the attacker's agility, it would scale off of the Defender's current number of shield tokens and cap at something like three extra dice.
Bwing crusher missile goooooo
I was thinking Brobot Slayer MKIV, but that works too.
"Plasma Torpedoes" don't cancel any dice results,
But "Advanced Homing Missiles" DO cancel all dice results after doing whatever nasty thing they do to their target.
Whatever they do needs to be badass enough to justify the ability tax on Rhymer since they become range 1-3 on him instead of just range 2.
Horton is getting tons of love from the new turret that comes with the K-Wing, only seems fair that Rhymer gets hooked up with an upgrade in the Punisher.
Edited by WWHSDHere are 2 screen caps from the very beginning of the video:

I feel like there are arrows at the start of the second-to-last line.
Maybe?
Edit: And if I overly-sharpen them...

The Tie modification looks like hard arrow turns to me. If true, this would be a great mod if it makes them green for the Tie Defender.
The Tie modification looks like hard arrow turns to me. If true, this would be a great mod if it makes them green for the Tie Defender.
They look more like banks to me.
The Tie modification looks like hard arrow turns to me. If true, this would be a great mod if it makes them green for the Tie Defender.
They look more like banks to me.
Maybe they're Segnor's Loops ![]()