So: Reinforced Deflectors...a missed guess as to where the meta would be? Or something new coming?

By xanderf, in X-Wing

Maybe fantasy flight expected everyone to jump on board with the Youngster + Expose swarm.

Since Imps don't use turrets, it seems to be a good fit for the Ghost. Protects from reroll based swarms and Interceptors that can routinely put 3-4 damage on an enemy each turn. Maybe they wanted to make sure the Ghost beats the Decimator 100% of the time.

The only effective use of the Decimator is either a Oicunn expert handling rammer or as a Darth Vader gunner, it seems.

I once one-shot Wedge with 5 damage (no modifications) from a TIE Phantom at range 1 when he rolled all blanks for defense. If he had integrated Astromech at the time he would have survived to shoot back.

Edited by Vulf

I see deflectors pairing well with R2-D2 crew. It is one more way to keep shields up. If you have no shields, on those attacks when you take less than 3 damage, R2-D2 would get you a shield back. We all saw how powerful regenerating shields was at World's. I will definitely be trying out this combo.

Edited by shadowswalker

I don't see the use for this card on the Ghost. If you want defense on the Ghost equip Jan/Lando or Jan/rec spec for those that like to play it safe. 5 points for your crew slots doesn't seem that bad. Yes, it takes up your action, but if your running the Ghost with the phantom docked FCS can help make up for this offensively.

Edited by Evenflow30

If nothing else the Deflectors will help counter the new Tracers torpedo assuming people decide to run it. Doing a 0 dmg attack against a 0 agility ship to give everyone else a guaranteed TL and focus would definitely be worth it. Less good against other ships its less likely to hit of course.

Don't forget how much time this ship will spend at R1 with Hera & Zeb. Chances only get better you'll take higher damage.

EDIT: Typo

EDIT: ...Typo Celchu

Edited by EbongHawk

So, I see this more as a deterrent than a damage mitigation. The Ghost wants to be in R1 of everything, throwing 5 dice around. But the return fire of 4 dice (assuming a base of 3 attack) isn't that likely to do additional damage since he will regen a shield if you do 3+ damage. Therefore, the defender really gets the raw deal.

It can also be a decision choice - if your opponent rolls <boom> <eye> <eye>... do you spend the focus to do 2 damage, or do you settle with just the 1 and keep it for defense?

So no one thinking about putting this on B-wings?!? They are priced right to run four B-wings with RD. I think it is a test build worthy of trying out to see how often it kicks in on low agility ships.

The Ghost has ZERO agility. I can see it suffering 3 or 4 hits often.

So no one thinking about putting this on B-wings?!? They are priced right to run four B-wings with RD. I think it is a test build worthy of trying out to see how often it kicks in on low agility ships.

The Ghost has ZERO agility. I can see it suffering 3 or 4 hits often.

Large Ship Only :/

Thankfully. We really didn't need to make B-wings any beefier.

Since the Ghost can't use Threepio, this a card to give it some extra life. Which it will need, since a fully kitted out Ghost will easily be 60 pts.

Keep in mind that even a 1h1c roll that flips direct hit onto the hull is a 3h hit and causes a shield regen.

Seen that mentioned a few times, and I am pretty sure that's not the case. Will have to wait for FAQ, of course, but the way the cards are worded I don't see it interacting.

The 'direct hit' card reads:

This card counts as 2 damage against your hull

...while this upgrade only triggers if you suffer 3 damage. Not 'suffer 2 damage of which one counts as an extra'.

Edited by xanderf

Yeah, Direct Hit doesn't count as "suffering +1 damage". Suffering damage is literally how many cards you would be dealt (even if cancelled by shields).

I like this fine. Playing last night I did four damage in one hit to a B-Wing that missed its Evasion roll. Between target lock and focus three hits are not uncommon, especially on a pig like the Ghost that can't even roll Evade dice.

Keep in mind that even a 1h1c roll that flips direct hit onto the hull is a 3h hit and causes a shield regen.

Seen that mentioned a few times, and I am pretty sure that's not the case. Will have to wait for FAQ, of course, but the way the cards are worded I don't see it interacting.

The 'direct hit' card reads:

This card counts as 2 damage against your hull

...while this upgrade only triggers if you suffer 3 damage. Not 'suffer 2 damage of which one counts as an extra'.

Yeah, Direct Hit doesn't count as "suffering +1 damage". Suffering damage is literally how many cards you would be dealt (even if cancelled by shields).

This, I think, is poor wording on the part of the direct hit card. It does indeed say it counts as 2 damage, but that doesn't make any sense in the context of the rules. It should say something along the lines of "this card counts as 2 damage CARDS". Damage, in the game mechanics, is a temporary number that gets turned into damage cards during the attack sequence (or a few other times) and then goes away, and that is without doubt what this upgrade is referring to when it says damage.

I hope this nails shut the coffin for YT's ever getting sensor slots. The most defensive builds can already generate 3 DR a round, no need for more.

Edited by Rakky Wistol

I do think it is pretty good on the Ghost, 3 dmg won't be that uncommon. But, FCS is really really good on that ship (unless you plan on running it without the Phantom for all/most of the game) and it is hard to pass up.

It also is okay on the palp shuttle, but i think it generally better to run that slim.

3 damage attacks happen all the time. A single 2 attack ship at range 1 with a focus has a very high chance of doing 3 damage against a 0 agility ship.

Eh - not so good at the maths? 75% odds, per dice, for 3 dice = odds of getting a hit/crit on all three is barely over 40%.

That's not what I'd call "very high odds". And consider that the ship likely still has an evade token - it does have that action, after all.

I'd call a 42% chance to score 3 hits with a TIE Fighter pretty high in this game, actually. And that evade token isn't going to last long when everyone is shooting at this ship.

It's "useless outside Ghost" upgrade.

because Teh Crab Bots don't want to suffer ANY DAMAGE

Reinforced deflectors are an "old meta" upgrade, ala Scourge

it would've been nasty back when it was nothing but low numbers of attacks, high numbers of dice

Reinforced deflectors are an "old meta" upgrade, ala Scourge

it would've been nasty back when it was nothing but low numbers of attacks, high numbers of dice

It is still very helpful when the attack dice go against you. Even 2 Atk ships can get up to 3 Atk at Range 1. Especially on a ship that want's Threepio, but can't use him.

It has a place and I'm fairly confident tracers, targeting mech, overclocked Aggromech, and guidance chip are all going to up damage potential again (and those are munitions and droids...there is a new tech slot too. And EPTs).

I keep seeing this about 3PO. Why can't the ghost use him?

I keep seeing this about 3PO. Why can't the ghost use him?

I keep seeing this about 3PO. Why can't the ghost use him?

because C-3PO's trigger is rolling 1 or more defence dice, and Ghost has 0 Agility

Well, it CAN use him, it would just only work at Range 3.

But actually I was misremembering the text, and didn't realize it explicitly required 1 or more. So thanks.

ghost could c3po, it would just be incredibly dumb

this is R2-d2's (crew) time to shine

Expensive ships need damage mitigation. Zero-agility ships need it even more, especially when the highest PS pilot is PS 7.

Look, the Ghost is going to get caught in arcs, and anyone who says it's unlikely to take 3 damage often has never played a Decimator. Honestly, the only question I can see is whether you want this or SJ, and which combo of RD-D2, Jan Ors, Lando, and RecSpec you want. Think about it: fat Falcons have 3 guaranteed points of damage mitigation per round, plus whatever they get on their green dice. The Ghost, with R2-D2 and an evade from something, has 2 points of mitigation and no green dice. It needs that extra mitigation, and moreover, it needs that mitigation to scale with the number of attacks it's taking.

The real problem I see is TLT. A TLT swarm will never trigger this upgrade, and it'll be hard to arc-dodge. If you're flying the Ghost there...you'd better pray for some hot red dice. AC advanceds are also a danger, but they have no turrets and Reinforved Deflectors still kicks in at Range 1.