T-70, TIE/FO expansion packs announced

By Danthrax, in X-Wing

Can Omega Leader stop you from re-rolling dice too? He says modify, does rolling the die count as modifying it?

No, modifying and rerolling dice are separate actions.

Not according to the rules reference*. Modifying dice consists of three possible interactions "Add, Change, and Reroll." So if Omega Leader has you target locked, you're stuck with naked dice- C-3P0, Advanced Targetting Computer, Accuracy Corrector and Evade tokens all add results, so they're out too!

Which is kind of awesome for swarms, actually. Target lock Fel/Ig-88. They now have to kill Omega Leader to spend any of his tokens. That's going to lead to either a desperate alpha strike or some desperate arc dodging that lowers their offensive potential. Either way, win for the swarm player.

*In case you haven't already, I highly recommend downloading it from the X-wing product page.

Edited by Squark

Can Omega Leader stop you from re-rolling dice too? He says modify, does rolling the die count as modifying it?

No, modifying and rerolling dice are separate actions.

Not according to the rules reference*. Modifying dice consists of three possible interactions "Add, Change, and Reroll." So if Omega Leader has you target locked, you're stuck with naked dice- C-3P0, Advanced Targetting Computer, Accuracy Corrector and Evade tokens all add results, so they're out too!

Which is kind of awesome for swarms, actually. Target lock Fel/Ig-88. They now have to kill Omega Leader to spend any of his tokens. That's going to lead to either a desperate alpha strike or some desperate arc dodging that lowers their offensive potential. Either way, win for the swarm player.

*In case you haven't already, I highly recommend downloading it from the X-wing product page.

woahwoahwoah

even adding results!?!?

Omega Leader for president!

you sure those are "modifying dice" and not "dice results"?

well, according to the reference it's "Modify Attack Dice" and "Modify Defense Dice" even when adding results ala evade

so.... that's nice :) Needs to have something for only 2 reds

Edited by ficklegreendice

oh, btw, "your opponent cannot modify any dice" (when attacking or defending against omega)

**** you, R7, and **** you Sensor Jammer

Edited by ficklegreendice

I don't know if this has been asked in the 9 pages, but is there any benefit to getting the new Core set over buying the ships individually? Any Core only pilots, upgrades, anything like that?

Yes, all the unique pilots/upgrades are only in the new core. Plus, it saves money if you want to build a swarm of FOs.

I don't know if this has been asked in the 9 pages, but is there any benefit to getting the new Core set over buying the ships individually? Any Core only pilots, upgrades, anything like that?

The named pilots will be different. The core set also has the new rulebook and new damage deck.

I don't know if this has been asked in the 9 pages, but is there any benefit to getting the new Core set over buying the ships individually? Any Core only pilots, upgrades, anything like that?

The named pilots will be different. The core set also has the new rulebook and new damage deck.

Totally forgot all about the new damage deck...

I don't know if this has been asked in the 9 pages, but is there any benefit to getting the new Core set over buying the ships individually? Any Core only pilots, upgrades, anything like that?

The named pilots will be different. The core set also has the new rulebook and new damage deck.

Don't forget the initiative token. I'm gonna put it on a chain and wear it around my neck as sweet, sweet bling!

Oh, and BB-8 is a good Astromech to have, too.

Okay - Now I'm betting we'll see X-Wing "fixes" in an X-Wing Aces pack that comes with both a T-65 repaint and a black & orange T-70.

The SpecForces TIE will most likely be its own blister.

Edited by Stone37

That X-Wing fix is neat! Nice and thematic. I suppose negating 1 damage is worth a hull upgrade, but you do have to lose the mech. Still, I'm excited to see if it makes a difference.

integrated-astromech.png

The Tie/FO should have 2 of each of the upgrad cards so us empire players don't need to buy 2 extra packs just for 2 cards

Doesn't look like doubles in either package?

Omega Leader stops the enemy modifying their dice when attacking you or defending against you if you have a lock on them. That is a like a beefed up Dark Curse. I love it.

And yeah, you PTL for a lock and focus. Use the focus if needed, save the lock to make the enemy far worse.

He totally would negate a lot of upgrades that ship might have too. Mangler? Nope. Any defensive abilities? Nope.

Sounds like a fun pilot to fly. The only potential negative I can think of, if it works that way, is HLC would get to keep its rolled crits. You immediately modify crits to hits. Does that count for his ability?

Omega Leader stops the enemy modifying their dice when attacking you or defending against you if you have a lock on them. That is a like a beefed up Dark Curse. I love it.

And yeah, you PTL for a lock and focus. Use the focus if needed, save the lock to make the enemy far worse.

He totally would negate a lot of upgrades that ship might have too. Mangler? Nope. Any defensive abilities? Nope.

Sounds like a fun pilot to fly. The only potential negative I can think of, if it works that way, is HLC would get to keep its rolled crits. You immediately modify crits to hits. Does that count for his ability?

Yes. Yes, it would.

That will be hilarious.

I just want to advocate for FFG for a second, and bring up some points about the integrated astromech, since the T65 fix is going to require a lot of finesse to do properly.

First, the integrated astromech helps the ships that need help the most - Red Squadron and the Blackmoon (for those of you that are unfamiliar, the PS3 E Wing). Both ships can now take R2-D6 and a 1 use EPT, like Adrenaline Rush, Lightning Reflexes, Crackshot, and others. If that isn't enough, and 2 points seems like too much to pay, I seem to recall hearing information about 0 point EPTs coming out in the future. This would mean that you get your extra health for only one point. On the Blackmoon, the ability to stop a Direct Hit will be worth it.

Second, there are plenty of pilots that can abuse an X wing fix - Corran Horn, Luke, Poe, and even Wedge. The integrated astro doesn't help these guys out much because they all want a different mod. I am very happy that Corran is not helped out at all, and I am stoked that generic E wings get a slight boost, because they are easily the least used ship in the game. I have NEVER seen one in listjuggler, whereas rookies, TIE Defenders, and all of the other overcosted pilots have at least a couple entries.

Biggs and Tarn are probably the happiest pilots out of the T65 lot, because they are still going to keep R4D6 and R7, respectively, but can possibly stay alive for one more turn.

As others have said before, we still have the title slot open! We could get access to more astromechs, or who knows what. I'm sure there is more in store for the T65.

Regardless, this was a slight boost that had no negative effects on the game. More pilots have viable builds, and there are more on the way, stop complaining.

I have to ask now, if you discard the EPT astromech, do you lose the EPT? Because if not, that's great.

No, you wouldn't. There are a limited number of precedents, but a ship's price and loadout don't change as the result of play.

If that were completely true, we wouldn't need Extra Munitions.

Also every discard to use card ever.

According to the rules, when you discard a card attached to a ship you flip it over and leave it near that card, so that point values can be determined at the end of the game if that ship gets destroyed.

You're talking about something entirely different. Of course cards can be discarded. The point is whether that effect can be chained: if someone forces me to discard Royal Guard TIE, do I lose my second modification?

Munitions failure on the outrider. Cancels the secondary weapon which then cancels the title.

So,I'd say you would lose your pet when you lose your droid enabling it.

I just want to advocate for FFG for a second, and bring up some points about the integrated astromech, since the T65 fix is going to require a lot of finesse to do properly.

First, the integrated astromech helps the ships that need help the most - Red Squadron and the Blackmoon (for those of you that are unfamiliar, the PS3 E Wing). Both ships can now take R2-D6 and a 1 use EPT, like Adrenaline Rush, Lightning Reflexes, Crackshot, and others. If that isn't enough, and 2 points seems like too much to pay, I seem to recall hearing information about 0 point EPTs coming out in the future. This would mean that you get your extra health for only one point. On the Blackmoon, the ability to stop a Direct Hit will be worth it.

Second, there are plenty of pilots that can abuse an X wing fix - Corran Horn, Luke, Poe, and even Wedge. The integrated astro doesn't help these guys out much because they all want a different mod. I am very happy that Corran is not helped out at all, and I am stoked that generic E wings get a slight boost, because they are easily the least used ship in the game. I have NEVER seen one in listjuggler, whereas rookies, TIE Defenders, and all of the other overcosted pilots have at least a couple entries.

Biggs and Tarn are probably the happiest pilots out of the T65 lot, because they are still going to keep R4D6 and R7, respectively, but can possibly stay alive for one more turn.

As others have said before, we still have the title slot open! We could get access to more astromechs, or who knows what. I'm sure there is more in store for the T65.

Regardless, this was a slight boost that had no negative effects on the game. More pilots have viable builds, and there are more on the way, stop complaining.

Um, hate to burst your bubble, but it's X-wing only.

I'll admit to being mildly peeved that Cool Hand is a discard (even as a 3pt reusable I'd be fine with it), if only for Luke/CH/R2-F2/EI

I'll admit to being mildly peeved that Cool Hand is a discard (even as a 3pt reusable I'd be fine with it), if only for Luke/CH/R2-F2/EI

won't be so bad if we can open up the EPT slot by making the astromech take up the role of predator or similar

targeting astromech perhaps

The thing bugging me the most.... Why the switch to unique generic names? FFG has already made up several pilot names for several ships!

It just looks lazy having Red Ace and Blue Ace sticking out like a sore thumb....

That's something you have to ask LFL...

The thing bugging me the most.... Why the switch to unique generic names? FFG has already made up several pilot names for several ships!

It just looks lazy having Red Ace and Blue Ace sticking out like a sore thumb....

As stated before, Lucasfilms did that, not FFG. LFL approves everything Star Wars.

Munitions failure on the outrider. Cancels the secondary weapon which then cancels the title.

So,I'd say you would lose your pet when you lose your droid enabling it.

But the title isn't discarded, it just no longer does anything.

Is "Cool Hand" a reference to Cool Hand Luke (Skywalker)?

Edited by gundamv

I guess the 'generic' pilot names are a sensible idea. The products will have been made based on what LFL were prepared to tell FFG about 'what's in the film' about a year ago - I was presuming we wouldn't get T-70 and TIE/fo blisters prior to the film precisely because we wouldn't have other named pilots for them.

Giving each squadron "Ace" and "Leader" is an acceptible substitute for now.

And......yeah. It looks like a **** good set. Slightly bugged that I'm never going to be able to get enough comm relays for a full swarm, but it's an awesome set of expansions. Omega Leader is one of the best one-on-one dogfighters in the game, despite being stuck in an eyepatch - which works well compared to his counterpart, Poe, who can solo swarms with ease (which I guess fits their respective factions, as the First Order should always be outnumbering the Resistance). One player always refers to Target Lock as "**** that one guy in particular", which with Omega Leader has never been so true.

Juke turning evade into an offensive action is brutal - but, and this is something I like - it's brutal for a higher skill pilot. If you shoot first, you get to use juke on your target, and either do more damage or force them to spend their focus token, meaning they're less likely to hit you (especially since you still have your evade!) when their shot rolls around. If they shoot first, you've probably had to burn your evade to not die before your shot rolls around.

Comms relay is just nice. The biggest problem with evade has always been the refrain from people that 'evade is a waste because if you don't get shot at it's a wasted action' - now, the ability to retain that token as essentially a spare shield, plus powering the juke talent (giving a reliable if slight offensive buff) makes evade the preferred action for a TIE fighter. Which just feels right.

Integrated Astromech is nice. I'm sorry, it's a shield upgrade - arguably better than a shield upgrade - with a zero cost. Yes, you need an astromech, but astromechs are cheap, some are 1 point, and you still get as much use out of the astromech's ability as you would have done; if you don't discard the astromech when you take your third damage card, you'd....you know....explode. And the fact that its value is inversely proportional to the amount you spent on your astromech, and the amount you want engine upgrade, means that it's much better value on the much-maligned Red Squadron and Rookie pilot. At the same time, you still can't argue that it isn't an option seriously worth considering even for the expensive unique pilots.

Targeting astromech.....well, we don't know. But it's something involving maneuvers and target locks. My prediction:

  • Fantasy flight games produces similar cards, but rarely exact duplicates of effects. K4 security droid has 'claimed' a free target lock for green maneuvers, so that's unlikely, and it appears short, so 'speed 1 and speed 2' seems unlikely too. My brain wants to say 'straight maneuver' for simplicity - but it depends whether it was designed with the T65 or T70 in mind. The T65 is essentially being upgraded as a jouster, whilst the T70 is being touted as a bit of a heavy arc-dodger, so something requiring it to stay straight and level seems less likely. I guess it could be 'red maneuver'....coming out of a tallon roll with a target lock would be **** nasty, but obviously would occur less often. It also seems to cross over into the job of 'cool hand' and 'wired' too much, which is why I doubt it. Maybe white maneuvers?
  • Generally, fantasy flight has valued a free action with strings attached at about 3 points (push the limit, fleet officer, experimental interface). Less when the conditions are strict (outlaw tech, because most crew-bearing ships don't like doing red maneuvers) and more when the effect is potent (ysanne isard, because you don't need to be able to evade normally). A free target lock with not particularly demanding conditions strikes me as a 3-point upgrade - after all, that's what the K4 droid costs you as crew.

Yup. The PS7 could easily be Rey Solo - it's a slightly longer name than Red Ace which would match the positioning of the name dot. It's pretty hard to tell otherwise.

Cool Hand Luke. So perhaps a Unit Zero title for Rey? Eh, FFG? /bantering

Pure speculation of course.

Integrated Astromech is good, I agree. Draw Major Explosion and then discard it to keep your ship alive (as you have a ~30% chance of drawing Direct Hit! and being toast). Should dovetail nicely with R5 as you can look at the faceup card and decide whether it's enough of a big deal to discard the mech or just let it flip those Ship cards facedown at the end of the turn. And X-Wings *should* fly with Astromechs. They're not really X-Wings without a cheerful little droid chattering to itself and screaming as you pull those K-turns.

Also, it's a modification which indicates we might still see title cards.

Edited by Lampyridae

The thing bugging me the most.... Why the switch to unique generic names? FFG has already made up several pilot names for several ships!

It just looks lazy having Red Ace and Blue Ace sticking out like a sore thumb....

I don't know. As said before, again, I like somewhat generic names. "Who is that red ace, anyway?"

I could write a character that's a Red or Blue ace. What's not cool about that?