I like A-wings and while I'll concede they're hardly short on pilots and upgrades I want more. I've got a couple of ideas I'll hopefully get to play test in the next couple of weeks. In the meantime can anyone see any upgrade combinations or uses of these pilots that would make them over powered. That or wording tweaks to make the pilot abilities clearer?
Lieutenant Linna - PS 6 - Cost 23
Immediately before you reveal your maneuver, you may execute a white [ 1 Straight ], [ 1 Left-Turn] or [ 1 Right-Turn] maneuver. Then, receive 1 stress token.
Upgrade bar: EPT,Missile,Modification,Title
Linna is mentioned as part of Pash Crackens wing in The Bacta War, she likes speed is about all the characterisation you get. To that end I figured a free boost like ability, it's specifically NOT an action so you can use her ability in combination with boost for extra distance. I've put it before the maneuver step because that could allow for some interesting repositioning, eg boost with a bank template to change your facing then straight 4 or 5, then boost back to the original facing. The ability does give stress so it can't be used with K-turns, however in combination with green maneuvers you can shed the stress it generates before the action step.
Sila Kott - PS 3 - Cost 19
During the combat phase, after you remove an evade token from your ship, you may assign a focus token to your ship.
Upgrade bar: Missile,Modification,Title
Listed as a Red Squadron pilot in the Battle of Endor, died drawing away two Tie Interceptors. I originally worded it as "after you spend an evade token to cancel a [ Boom ] or [ Kaboom ] result" but decided to remove the specification to counter abilities that strip tokens. Also, it intentionally allows using the Focus from spending the Evade in same defense as the Evade was spent. Mainly I wanted to see if I could get an ability for a low PS pilot that worked well with a low PS pilot.
Ideas for A-wing pilots
I don't recall seeing any named pilots with a PS less than 5.
X-wing Tarn Mison
PS 3 - Cost 23
"When an enemy ship declares you as the target of an attack, you may acquire a target lock on that ship."
Comes with the Rebel Transport, the only one I know of off the top of my head (and even then I had to look it up) but I think there are a couple of others.
Edited by avaktorI don't recall seeing any named pilots with a PS less than 5.
They're rare, but PS 3 and 4 pilots exist. Mostly they're for ships you wouldn't expect highly skilled pilots to fly (HWK-290, Lambda Shuttle), but there's a couple for ships that got additional pilots added later (Tarn for the X-Wing, Colzet for the TIE Advanced).
- Roark Garnet - PS 4
- Captain Yorr - PS 4
- Tarn Mison - PS 3
- Captain Oicunn - PS 4
- Torkil Mux - PS 3
- Lieutenant Colzet - PS3
Well, since A's don't have a lot of firepower but they can lose stress about as well as any ship in the game...
Pash Cracken
PS 9, 28 points.
During the combat phase, instead of performing an attack, you may choose up to 2 friendly ships at range 1 that have a lower Pilot Skill. The selected ships may immediately perform their combat phase attacks. Then assign 1 stress token to yourself and each selected ship.
Sort of a double swarm tactics at the cost of some stress.
Pash, Title, VI, Swarm Tactics, Chardaan, AT 31
3 X Gold, ICT (with or without title depending on your play style) 3 X 23
100pts
or
Pash, Wingman, Chardaan, AT 30
Airen, VI 20
Tarn, R7 25
Gold, ICT, R3-A2 25
100pts
Too over powered? Should he be PS 8 or 7? Maybe just give attack to one ship?
With Lt Linna, I'd personally not give her an EPT. With her ability, she'd be able to "boost" left, do a green left turn to clear stress, boost left again, then push the limit to focus or target lock. That's not quite a white K turn, but it is 180 degrees with a combat action at the end. Cut the EPT and she's still very manoeuverable, without being OTT for the points.
With Lt Linna, I'd personally not give her an EPT. With her ability, she'd be able to "boost" left, do a green left turn to clear stress, boost left again, then push the limit to focus or target lock. That's not quite a white K turn, but it is 180 degrees with a combat action at the end. Cut the EPT and she's still very manoeuverable, without being OTT for the points.
Right. Or worse, use ability, green turn, boost, Exp Int, Dare Devil. You end doing roughly 270 degrees of a circle.
How about keep the EPT but change her ability to
When performing a boost action, you may use the 2 bank or 2 straight template. Then receive one stress token.
It satisfies her "need for speed" mentality without creating some weird maneuver situations.
With Lt Linna, I'd personally not give her an EPT. With her ability, she'd be able to "boost" left, do a green left turn to clear stress, boost left again, then push the limit to focus or target lock. That's not quite a white K turn, but it is 180 degrees with a combat action at the end. Cut the EPT and she's still very manoeuverable, without being OTT for the points.
Right. Or worse, use ability, green turn, boost, Exp Int, Dare Devil. You end doing roughly 270 degrees of a circle.
How about keep the EPT but change her ability to
When performing a boost action, you may use the 2 bank or 2 straight template. Then receive one stress token.
It satisfies her "need for speed" mentality without creating some weird maneuver situations.
I always forget about daredevil, even when it's equipped ![]()
Fair points about the potency of it with the pilot ability though, will go with dropping the EPT on Lt. Linna.
Pilot A: When the enemy declares you as the target of attack, you may change a target lock into an evade token
Pilot B: +1 Attack die, after rolling, cancel one of the dice and turn all crits into hits.
Pilot C: Enemy ships in Range 1-2 attacking this ship cannot use focus token for attack/modify attack dice
Pilot D: When your maneuver ends up on an other ship base, you may perform a free barrel roll action
Pilot E: At the beginning of the battle phase, you may perform a free boost action
Pilot A: When the enemy declares you as the target of attack, you may change a target lock into an evade token
Pilot B: +1 Attack die, after rolling, cancel one of the dice and turn all crits into hits.
Pilot C: Enemy ships in Range 1-2 attacking this ship cannot use focus token for attack/modify attack dice
Pilot D: When your maneuver ends up on an other ship base, you may perform a free barrel roll action
Pilot E: At the beginning of the battle phase, you may perform a free boost action
I like Pilot B. I think that might be a better alternative than something like Marksmanship as a generic EPT card. Cost it at 3-4 points and I think it would see a lot of play. Similar to what benefit the HLC brings but with some extra drawbacks. Call it something like Expert Shot.
EPT: A-Wing only, 2 points. When attacking with your primary weapon at Range 2, roll 1 additional attack die.
I think the A-wing needs the canon swivel-gun option:
Mark II [MODIFICATION] (A-Wing only) {4}
You gain an auxiliary firing arc to the rear of your ship.
I think the A-wing needs the canon swivel-gun option:
Mark II [MODIFICATION] (A-Wing only) {4}
You gain an auxiliary firing arc to the rear of your ship.
You would need extra ship tokens for all A-wing pilots currently available with a printed rear auxiliary arc for this to work without doing something silly like turning the ship 180 every time you want to target out the aft (or spinning the ship token on the base). Either way the ship will probably be bumped out of position during the procedure. Is all that cardboard worth it for one mod?
Oh, and Pheonix Squadron Pilot all the way!
I think the A-wing needs the canon swivel-gun option:
Mark II [MODIFICATION] (A-Wing only) {4}
You gain an auxiliary firing arc to the rear of your ship.
You would need extra ship tokens for all A-wing pilots currently available with a printed rear auxiliary arc for this to work without doing something silly like turning the ship 180 every time you want to target out the aft (or spinning the ship token on the base). Either way the ship will probably be bumped out of position during the procedure. Is all that cardboard worth it for one mod?
Oh, and Pheonix Squadron Pilot all the way!
No -- just go 180 degrees off of the lines already printed on the existing base -- they'll define a rear arc.
Phoenix Squadron Pilot [TITLE, A-wing Only] {3}
You gain the pilot ability of the highest pilot skill pilot in the squad with this title.
(Subtitled: Everyone is Tycho!)
And commemorating Tycho's action at the Battle of Kuat where the ion torpedo was introduced:
Surprise Squadron Pilot [TITLE, A-wing Only] {1}
Your upgrade bar gains the [TORPEDO] icon.
Edited by HawkstrikeThe auxiliary arc would have to be defined by using the front arcs as guides then in a separate rules card. Not every auxiliary arc is a rear one (hounds tooth shows that). I would love to have a rear arc on A-wings, as long as it was very cheap.
Now that I think of it we can have some pilots on some ships that have different arcs than other pilots on the same ships. Dunno any examples right now though.
I would use Linna, but her ability needs to be a 1 straight or bank, not a turn...that's almost pre-nerf phantom levels of direction manipulation. Scenario. 1 turn left, 2 bank right to clear stress, boost right as action....It would be too good in the hands of good Awing/Squint pilots.
To the phoenix squadron pilot...omg yes please...But I would get kicked out of my gaming group (they hate my Tycho enough as is :-) )
Phoenix Squadron Pilot [TITLE, A-wing Only] {3}
You gain the pilot ability of the highest pilot skill pilot in the squad with this title. You are automatically destroyed when attacked by Darth Vader.
(Subtitled: Everyone is Tycho!)
There, made it more accurate.
Swivel guns.
As an action, flip the cardboard around on the ship base for a rear arc.
Yeah I was looking at the Firespray arc and no, you just can't extend the front arc lines out the back because the front arc isn't 90 degrees. The rear arc would be a significant amount wider. Flipping the token around would work, but if it's a snug fit it will be a pain to do so, especially without moving the ship base. I suppose you could put down a 1 straight template as a place holder before fiddling with it tho.
And yeah Pheonix squadron looked like totally mooks when Vader showed them how it was done. Definately post-Raider Advanced and way OP. Must be why there's been such a delay, FFG is feeling bad for all the A-wings that don't see the table now and won't when Super Vader hits.
I don't recall seeing any named pilots with a PS less than 5.
Tarn Mison and Lieutenant Colzet.
I would use Linna, but her ability needs to be a 1 straight or bank, not a turn...that's almost pre-nerf phantom levels of direction manipulation. Scenario. 1 turn left, 2 bank right to clear stress, boost right as action....It would be too good in the hands of good Awing/Squint pilots.
Uhm, I got that wrong and missed that fact in subsequent posts. It was supposed to be banks. The idea is to be able to boost, then maneuver then boost again, corrected below:
Lieutenant Linna - PS 6 - Cost 23
Immediately before you reveal your maneuver, you may execute a white [ 1 Straight ], [ 1 Left-Bank] or [ 1 Right-Bank] maneuver. Then, receive 1 stress token.
Upgrade bar: Missile,Modification,Title
Still leaving the EPT off as one with A-wing Test Pilot should be enough.
Swivel guns.
As an action, flip the cardboard around on the ship base for a rear arc.
Cool. You'd have to define what happens to the primary arc though mainly because of things like Outmaneuver, Autothrusters and Backstabber. Maybe make the action "When declaring a primary attack you may rotate the base card to face the rear arc. For the duration of the attack treat the arc as an auxiliary arc. Then rotate the card back to the front facing." However, that could be quite powerful as it allows the A-wing to chose which arc to fire out of in the combat phase.
Auxiliary arcs still count as firing arcs, you just can't fire secondary weapons from them. Outmaneuver and AT only new tion firing arcs, not primary arcs. If a-wings had 'ghetto' auxiliary arcs from flipping the ship token then it still should be defined like the Firespray's arcs and it still should retain the primary at the same time. Just flip the token back and forth when needing a reference for when something is in arc.