So if you look at the pics from the out of hiding preview, you will notice that the ghost comes with 8 shield tokens (6 for ghost, 2 for phantom) The prototype has a shield value of 2 and is shown with 2 shields. The misthunter also has exact shield tokens needed for its value (4). But the jumpmaster has a shield value of 4, yet comes with 7 shield tokens...what gives? Do you think the jumpmaster can overcharge its shield value? Maybe add a new crew or salvaged astromech card to gain shields over max value?
Jumpmaster and shields
That's an interesting prospect. Indeed, an initimidating one. Likely an illicit upgrade, but that would be utterly terrifying on any large ship.
What the general consensus is, the upgrade card that comes with it that looks like the word Gonk will provide such boost.
What the general consensus is, the upgrade card that comes with it that looks like the word Gonk will provide such boost.
If I recall right gonk is some kind of power supply droid correct? That makes sense if he supply's extra shields
What the general consensus is, the upgrade card that comes with it that looks like the word Gonk will provide such boost.
If I recall right gonk is some kind of power supply droid correct? That makes sense if he supply's extra shields
Yes, sort of like a power generator with legs sauntering around saying "Gonk"
They have other uses too...

They have other uses too...
Ahh, so its looks like a garbage bin with feet...interesting design for a droid to say the least.
They have other uses too...
Ahh, so its looks like a garbage bin with feet...interesting design for a droid to say the least.
Quite practical really. It is really just a generator that can move itself...doesn't need to look fancy, be humanoid or anything else.
Gonk!
Gonk!
Smath the beetles?
If Gonk is a crew card I imagine he'll come with some kind of disadvantage ala Greedo since 3 shields is a pretty powerful ability for something like the YV-666 or Firespray.
It'll be a discard/one use thing. It wouldn't e an ongoing effect.
"I am Gonk."
Sorry, couldn't resist. ![]()
If Gonk does supply a shield increase of that magnitude he should have some kind of limitation, and cost a significant number of points besides.
Maybe at the end of the turn, the bonus shields go away, so it's a deterrent for a turn, not a true shield recovery.
I think it will be an illicit or crew, one use only, beginning of combat phase, increase your shield value by three and receive a stress token.
At the end of the combat phase, remove ALL shield tokens.
This means it is good when you know you are about to take a pounding, better when you have zero shields and costly if used early on.
Well suck has 0 defense upgrades (except for bodyguard)
So about time.
Put a riot shield or two on them, and get a T-21 bipod, plug the T-21 into the gonk, overcharge the **** out of it. Instant mobile cover/heavy weapon rig.
Bonus if you can do this with an E-web.
Maybe at the end of the turn, the bonus shields go away, so it's a deterrent for a turn, not a true shield recovery.
I like this idea. Disposable upgrades are the most interesting ones in the game to me IMO. I like how many we've gotten recently, and good ones too.
Saw something like this on another thread, either for Gonk Droid or that caRd that looks like Overcharged Astromech.
At the start of the combat phase, you may discard this card to assign five shield tokens to your ship. For each token that exceeds your shield value, receive one stress token.
Then, at the end of the end phase, remove all shield tokens from your ship.
Thats a lotlikepeople are saying here. I liked it, buff your defense for one round. May be a bit overthe top, though. Would combo great with Glitterstim if you found yourself in an extra bad spot one turn.
Edited by Engine25Everything here is just speculation, but...
First of all, I'm sure that "Gonk" is a unique salvaged astromech. Therefore, we do not face too many ships over-powered with this card: only scum Y-wings and Jumpmaster.
Second, I should pay your attention to suspiciously high number of stress tokens in this expansion. One or two is normally enough, why five? I think, "Gonk" is something like: "At the start of the first round, add three shield tokens to this ship. Then, receive three stress tokens".
Engine25, I like your idea about temporary buffing defense, but seven shield tokens mean that technically, there must be a moment when all seven are needed within this expansion.
Edited by RitterIgelThe Xwing-miniaturs wiki lists "Gonk" as crew. Though, where did they get that info?
On the picture its just between Boba, who is crew, and the R(5-P8?) who is a salvaged.
The art clearly shows an power droid. Powerdroids are normally only class 5, whereas astormech droids are class 2 builds.
Not sure if FFG would count Gonk for salvaged. It fits not lorewise, but might be required gamewise. Therefore quite possible as
-as the unique "Gonk" might be quite modified
-to prevent the Rebels who already have several (for the enemy) awful regeneration and shield mechanisms from acquiring one more such mechanism
That's an interesting prospect. Indeed, an initimidating one. Likely an illicit upgrade, but that would be utterly terrifying on any large ship.
**** YOU! An intimidating one? I think you mean it is indeed a *puts on sunglasses* Punishing One. YYYYYEEEEEEEEEEEEEAAAAAAAAAAAHHHHHHHHHH!
Everything here is just speculation, but...
First of all, I'm sure that "Gonk" is a unique salvaged astromech. Therefore, we do not face too many ships over-powered with this card: only scum Y-wings and Jumpmaster.
Second, I should pay your attention to suspiciously high number of stress tokens in this expansion. One or two is normally enough, why five? I think, "Gonk" is something like: "At the start of the first round, add three shield tokens to this ship. Then, receive three stress tokens".
Engine25, I like your idea about temporary buffing defense, but seven shield tokens mean that technically, there must be a moment when all seven are needed within this expansion.
Well as I wrote it, it doesn't limit you to shield value. Therefore you could do it with full shields, which actually puts you short on shield tokens.
Engine25, I like your idea about temporary buffing defense, but seven shield tokens mean that technically, there must be a moment when all seven are needed within this expansion.
If whatever upgrade the tokens are for could be used on another ship while the Jumpmaster is also being used then that would be reason enough to include them even if the Jumpmaster wouldn't be able to get to 7 shields when using it.
Now that we have upgrades with more than one icon requirement, maybe this guy could have the illicit plus crew requirement. That would allow him to have a bit more power/cost ratio, and limit the ships that could use it.
I really like the idea of a one time discard that only lasts for one turn. Burn it when you are about to get focused down. I like the idea of stress, but I think 2 ion tokens would be more thematic, i.e. you overload your systems with the energy boost.