Well, technically Skipray could be both, but the Gunboat is 100% Imperial, through and through. **** fine ship, too.
Well, technically Skipray could be both, but the Gunboat is 100% Imperial, through and through. **** fine ship, too.
Does anyone have a source of named pilots for the E-wing?
Actually, could we use a few extra TIE Fighter pilots? I know we can use a couple of blue painted TIEs.
Like the Imperial Rebel Aces gave us generic high PS fighters I'd like to see a Rebel Aces 2 that gives us 1 X-wing and 1 E-wing, 2 named pilots for each and on the back of each of those named pilots you have Veteran Red Squadron and something equivalent for E-wing. PS in the neighborhood of 6, and the ability to equip EPT. Include 2 copies of the high PS generic.
Like the Imperial Rebel Aces gave us generic high PS fighters I'd like to see a Rebel Aces 2 that gives us 1 X-wing and 1 E-wing, 2 named pilots for each and on the back of each of those named pilots you have Veteran Red Squadron and something equivalent for E-wing. PS in the neighborhood of 6, and the ability to equip EPT. Include 2 copies of the high PS generic.
Rogue Squadron Pilot (X-wing, PS 5, EPT)
Clone Wars Veteran (X-wing, PS 6, EPT x 2)
Jester Squadron Pilot (E-wing, PS 4)
Archangel Squadron Pilot (E-wing, PS 6, EPT)
(I thought These were cool names for squads, dunno much about e-wings after dark empire)
Zev from ESB as PS 8 x-wing. Can't think of a cool ability at this time.
Dunno about E-wing ace, but I would like to see a PS7 with ability to gain Evade token when using BR action.
Scum aces is bound to include a Kihraxz fighter in a Black Sun paint scheme, with 2 unique pilots skill 7 and 8, which I would love as it was made for the Black Sun, but they've done it in the Hutt Cartel paint scheme (probably to make it easier to sell a scum aces pack.)
Second ship? Probably either a StarViper in an alternative Black Sun paint scheme, or a Z-95 head hunter or M3-A Scyk in some alternative paint scheme.
There's some options for the Z-95. We don't actually have any elite Black Sun headhunter pilots (the two in most wanted I believe are freelancer types) so that would make a cool card to include in the box, but rather than have an alternative Z-95 Black Sun paint job (let's face it, if you fly scum you bought the most wanted pack) something like N'Dru's headhunter would be an awesome model for the box- or even a Binyare pirate paint scheme and include a Binyrare elite as well.
A special card for Black Sun pilots only would be cool too (just to keep a theme going
)
With the Kihraxz on the way it's possible to run a Black Squad as a mini faction of it's own. It would be possible to release a Black Sun aces and generic scum aces pack, though I guess that would make the scum faction imbalanced as they'd have an extra aces pack available to them.
Starviper in Virago colors. And Black Sun Vigo colors too. And maybe the Scyk in something besides that ugly purple and brown
I want Maarek Stele and Soontir Fel in TIE Defenders.
The Empire's best pilots should be able to fly the Empire's best ship.
Edited by DarthEnderXRebels need E-wing and X-wing aces (include some killer astromech options and include rogue squadron generics and a wraith squadron generic that can take illicit upgrades)
Empire needs Bomber and Defender aces (Bomber can have gamma squadron stripes, defender can have blood stripes, include more options for improving odnance and an elite defender generic)
I'm not really sure what Scum aces they can do. I know what they SHOULD do (Scyck and Starviper to make them more competitive) but I can't really think of any characters to be known named pilots.
If I were to design an aced pack for each of the factions I would probably do something like these. Oddly enough I'm terrible at thinking up unique pilots so I've amused myself with hypothetical titles and upgrades
Rebel Aces II (Y Wing and X Wing)
Includes a 2 BTL A4 titles for Y Wings
A new 0 Point astromech that allows you to acquire your target locks at the start of the combat phase
Rogue Squadron pilot PS5 EPT (X Wing)
Hammer Squadron Pilot PS5 EPT (Y Wing)
Imperial Aces II (Bomber and Defender)
Includes 2 titles, one a new Tie Defender only title which reduces the cost of modifications by 4 points ie free engine upgrade- 0 points
Second one is small base only, (Hero of the Empire), gain the EPT upgrade token, may not be equipped if your Pilot skill is 2 or lower or if you already have the EPT upgrade token. 1 pt (meant to stealth buff other lackluster ships like Lt. Lorrir).
New Ordnance- Multiple Warhead Launcher. Takes up a Torpedo and Missile slot. Attack Target Lock, Range 2-3, 3 dice, when attacking you may turn one *hit* result into a *critical* result. Does not require you to flip the card facedown. Not sure on cost for this one but probably have to be moderately expensive, 5 points maybe. It's like a less versatile mangler after all.
Scum and Villainy Aces Pack (Scyk and Star Viper)
Scyk only modification (Expanded Launchers) if your ship is equipped with a Missile or Torpedo assign one Ordnance token to that card- 0 points
Starviper only Title (Ace Custom) your ship gains an illicit upgrade slot- 0 points (undercosted I know but the Viper itself is somewhat overcosted)
Poor Scyks. Ships in the 20pt range can afford to be a point overpriced and survive. In the TIE fighter range, the difference between 13 and 14 is huge, and it could barely enough justify the 13 over of 12 to start with...
StarVipers are overpriced for generics, but the real price is their aces are under-PS'd, which is a challenge to fix.
Both of these, it's worth noting, come with titles.
The real problem is that titles weren't built for it, but turned out to be a great way to apply balance patches to old ships (Y-wings, TIE-Adv, TIE-Int to date), but when you use them right out of the gate on ships with limited upgrade options... it means you really need to get it right the first time, because your options are limited for trying again. If the Millenium Falcon was a lame duck, you'd be looking at a bit of a problem there, too.
(I still wish ST-321 and Jendon had their abilities swapped around. That way Jendon was the long-range-lock dude, but any shuttle could be the pass-out-TLs. The combo remains steady, but you could have pure-support Yorr and OGP builds, for instance, and that could have been a lot of fun.)
Edited by ReiverMercenary Aces:
2 StarVipers, both with Mandalorian-style paint jobs. Pilots to include a new generic PS6 with ET (Mandalorian Supercommando), along with at least one named Mandalorian and at least one named non-Mandalorian. Also a new title: Mandal Hypernautics Rebuild (0 points, adds an Illicit slot).
The Great Hunt:
Includes Zuckuss and 4-LOM, Dengar, and Slave 2. Probably an expensive pack due to the size of some of the contents. Also includes Imperial versions of several of the pilots.
Bomber Aces:
Mixed faction pack. Adds 2 new Y-wings and a new TIE Bomber, with both Scum and Rebel pilots for the Y-Wings. Adds a title for Y-Wings: Old Timer (rebel only, gain an Elite Talent slot, requires PS 4+). Give the TIE Bomber the modification Ordnance Guidance Package (TIE Bomber only, when you declare an attack with a secondary weapon with the Attack: Target Lock header, you may do so without a prior Target Lock, and you may immediately acquire a Target Lock on the defender).
Apex Predators:
2x TIE Defenders. Lots of new pilots, including ET generics, as well as the title TIE/D Integrated Cannons (very low cost, since Defenders are too expensive; after you perform a primary weapon attack, you may immediately perform a Cannon secondary weapon attack against the same target) and a new Tractor Beam cannon upgrade (passive cannon upgrade: when you perform an attack against a target at R2, you may reroll one defense die, or up to 2 defense dice if the target is at R1). Include several new copies of Predator, just because the name of the pack demands it.
Rogue Squadron:
New X-Wing, new E-Wing, with Rogue Squadron PS6 generic with ET as well as named pilots. Include some new astromechs, and a Rogue Squadron title for both ships (PS 4+, when you receive a Focus token you may perform a free Barrel Roll).
Poor Scyks. Ships in the 20pt range can afford to be a point overpriced and survive. In the TIE fighter range, the difference between 13 and 14 is huge, and it could barely enough justify the 13 over of 12 to start with...
StarVipers are overpriced for generics, but the real price is their aces are under-PS'd, which is a challenge to fix.
Both of these, it's worth noting, come with titles.
The real problem is that titles weren't built for it, but turned out to be a great way to apply balance patches to old ships (Y-wings, TIE-Adv, TIE-Int to date), but when you use them right out of the gate on ships with limited upgrade options... it means you really need to get it right the first time, because your options are limited for trying again. If the Millenium Falcon was a lame duck, you'd be looking at a bit of a problem there, too.
(I still wish ST-321 and Jendon had their abilities swapped around. That way Jendon was the long-range-lock dude, but any shuttle could be the pass-out-TLs. The combo remains steady, but you could have pure-support Yorr and OGP builds, for instance, and that could have been a lot of fun.)
I'd say that the Scyks and StarVipers could easily have exclusive upgrades. A Scyk only cannon would be a great way to connect it to the title. StarVipers will be tougher as are likely stuck with a modification since generics can't use the title, and that mod would be in competition with auto-thrusters.
Scyks could probably manage something with a modification - a cannon would be heavily limiting in terms of versatility (Because if it's good enough to 'fix' them, it's good enough to break them)
You could go for a sledgehammer mod like "M3B Scyk", which drops the price by 1 point, and adds a Munitions token to any Missile or Torpedo, maybe... but that's pretty heavy-handed itself. It's tricky, but I guess a -1pt mod (Perhaps something to do with it not being customised, in a similar vein to A-wings not taking missiles?) would at least help get the general swarmers on the table, leaving the 'heavy' versions to their niche. (The heavies would really benefit from a 2pt discount, but there's only so much you can do, eh?)
(I don't feel there should be anything to buff ordnance in specific on the Scyk, because I believe that simply needs a buff across the board. Extra Munitions would then help the 'heavy bombers' in loading up multiple shots at a fair price, which would still be fair even if the weapons themselves proved more potent.)
Imperial Biggs in a TIE Fighter.
Mixed faction pack. Adds 2 new Y-wings and a new TIE Bomber, with both Scum and Rebel pilots for the Y-Wings.
That sounds awful. Why would I want to buy ships for a faction I don't even PLAY to get upgrades for a ship I'd actually use?
Mixed faction pack. Adds 2 new Y-wings and a new TIE Bomber, with both Scum and Rebel pilots for the Y-Wings.
That sounds awful. Why would I want to buy ships for a faction I don't even PLAY to get upgrades for a ship I'd actually use?
You mean like you currently have to do for between half and two-thirds of the cards currenly available?
Sure, a spare handful of upgrades have been added to a second pack (PTL most prominantly), but by and large if you want some of the best upgrades then you have no choice but to buy cross-faction kits or acquire the cards individually.
Take Autothrusters, for example. Both Rebels and Imperials have ships that love Autothrusters, but both sides have to buy a StarViper kit to get two of them, and any more requires a second such purchase.
Consider next Accuracy Corrector. The Empire is going to be wanting upwards of four or five copies once the Raider goes live, but it's only available via the StarViper or the Agressor, both of which are, once again, Scum.
Jodo Kast in a scum Lambda.
That is all.
You mean like you currently have to do for between half and two-thirds of the cards currenly available?
Yes. Exactly like that.
It's bad enough I get upgrade cards I don't need, that I have to try to buy/sell/trade for the ones I do. Getting MODELS I don't need is even worse.
Packages like that are only good for people who are looking to collect every ship that comes out. And are terrible for people that just want to own what they want to play.
Take Autothrusters, for example. Both Rebels and Imperials have ships that love Autothrusters, but both sides have to buy a StarViper kit to get two of them, and any more requires a second such purchase.
Yes. And that absolutely sucks.
Just because the game does something that sucks doesn't mean they should be encouraged to do it even more.
Edited by DarthEnderX
You mean like you currently have to do for between half and two-thirds of the cards currenly available?
Yes. Exactly like that.
It's bad enough I get upgrade cards I don't need, that I have to try to buy/sell/trade for the ones I do. Getting MODELS I don't need is even worse.
Packages like that are only good for people who are looking to collect every ship that comes out. And are terrible for people that just want to own what they want to play.
Take Autothrusters, for example. Both Rebels and Imperials have ships that love Autothrusters, but both sides have to buy a StarViper kit to get two of them, and any more requires a second such purchase.
Yes. And that absolutely sucks.
Just because the game does something that sucks doesn't mean they should be encouraged to do it even more.
Given that I doubt FFG will be changing this model any time soon, all I can suggest then is the secondary market. Either buy the pack and sell what you don't want/need, or don't buy the pack and acquire what you want/need from those who did.
Given that I doubt FFG will be changing this model any time soon, all I can suggest then is the secondary market. Either buy the pack and sell what you don't want/need, or don't buy the pack and acquire what you want/need from those who did.
*sigh*...yeah, I know...
Edited by DarthEnderXI want Maarek Stele and Soontir Fel in TIE Defenders.
The Empire's best pilots should be able to fly the Empire's best ship.
Then, the TIE Defender needs to be buffed back to it's original status of "the Empire's best ship".
Then, the TIE Defender needs to be buffed back to it's original status of "the Empire's best ship".
Well, there's no accounting for game mechanics not adequately representing something's in-universe status.
The point is, THEY think it's their best ship, so that's what they should give their best pilots.
Well, there's no accounting for game mechanics not adequately representing something's in-universe status.Then, the TIE Defender needs to be buffed back to it's original status of "the Empire's best ship".
The point is, THEY think it's their best ship, so that's what they should give their best pilots.
TIE Defender is best pony.
The Defnder IS the best... At least after the new fix from the Punisher. Maybe.