Rebellion Veterans and Resistance speculation (Possible spoilers)

By Tailsgod, in X-Wing

Things I think will be included in Rebel Veterans

  • E-Wing
    • System Upgrade: Droid Brain
      • E-Wing Only
      • 2 Points
      • Ship Gains an additional Astromech Slot. Astromechs that use this spot cost -3 points (Edit: I'm tempted to change this to "This slot can only be used for non-unique astromechs" (keeping the -3 though toward them))
    • System Upgrade: Advanced Navcomputer
      • 2 points
      • EDITED after revealing your maneuver, if you would overlap an obstacle or collide into a ship you may perform one free barrel roll action BEFORE moving
    • Title: Wraith Squadron
      • E-Wing Only
      • 4 points
      • You may spend a Target lock to prevent target from modifying his dice during attack or defense (only one)
    • Pilots
      • "Piggy"
        • PS 7
        • Ship gains an additional system slot
      • Garick "Face" Lorran
        • PS 4
        • Garick may spend his focus token at the end of combat faze to deal stress to all ships at range 1
  • X-Wing
    • Title: Rogue Squadron
      • T-65 Only
      • 4 points 6 Points (Prevent four rookies with this)
      • When an enemy ship is within the firing arc range 1-3 of this ship increase attackers weapon value by one
    • Modification: Locked S-Foils
      • X-Wing Only
      • -2 points
    • Modification + Torpedo: Quad Lasers
      • X-wing Only
      • 2 points
      • During the Modify attack dice step this ship may change up to two blank result into eyes
    • Pilots
      • Tycho Celchu
      • Thane Kyrell:
        • PS: 6
        • Ability: When you execute a green increase your agility by 1 for the round. When you execute a red maneuver increase your primary weapon value by 1 for the round

Other cards included

R1 Astromech Droid: 2 Points

Every-time you perform a straight green maneuver you may increase your agility value by 1 (For the turn)

R2-KT: 2 Points

After you perform a red maneuver you may perform the

action: recover 1 shield and THEN gain a stress

Whistler: 3 Points

Receive an additional green dice when defending against ships you have a target lock on

Vape: 2 Points

Friendly ships at range 1 who have not been attacked this turn may remove a stress token at the end of combat phase

Also as my resistance speculation (possible spoilers)

Yt 1300

Pilot: Rey

When you reveal a K turn you may choose to perform maneuver as if it had a speed of 1

or

When you reveal your maneuver you may instead perform a white zero maneuver and reduce your agility by 1 to a minimum of zero then receive a stress token

Crew: Finn

4 Points

after performing an attack that does not hit, if the enemy is within your firing arc between range 1-2 you may immediately perform a primary weapon attack with one extra attack dice

Edited by Tailsgod

going to have to strike down your double astromech idea. anything that allows r2 astromech and r2d2 on the same ship is a no go

Edited by psuczyns

Just so we're clear, these aren't based on anything other than your hopes and dreams, right?

I'm just curious how they fit a R1 on a snub fighter.

going to have to strike down your double astromech idea. anything that allows r2 astromech and r2d2 on the same ship is a no go

What if I change it to

3 points and no point reduction. That way if it is paired with R2 you are essentially paying double the price for an r2d2 to have more choices

I'm just curious how they fit a R1 on a snub fighter.

Completely missed the size of an R1 forget that one lol

Edited by Tailsgod

Wow, these ideas are all over the place. Some of these are super OP, while others near useless. Sorry, can't say I like any of these.

I'm just curious how they fit a R1 on a snub fighter.

Lots of bungee cords.

Edited by HolySorcerer

I'm going to be honest, I hope none of what you put forth here happens. WAAAY too broken and not very well thought out. Locked S-Foils + Rogue Squadron allows for 4 Rooks to do it.... R2 + R2D2 = broken, same as BB-8 + R2. 2 System slots will never happen because otherwise they would have to constantly worry about that becoming broken.

Even your own combos are pretty ridiculous. 3 points for R2+R1 to have 3 AGI X-Wings? Yea... Not going to happen.

No thank you!

EDIT: Didn't even get to Whistler + Tarn = 3 Agi Tarn against 100% of attacks....

Edited by Hida77

for the Rouge Squadron title just do what other titles do and restrict it to Pilot Skill 4 or higher. 6 points is just too much.

for the Rouge Squadron title just do what other titles do and restrict it to Pilot Skill 4 or higher. 6 points is just too much.

The title is broken as ****, even if only one ship has it. Assuming I'm reading and interpreting it correctly, it gives all ships an extra red die against every enemy in arc, and it stacks! X-Wings don't need to be rolling 6-7 red dice in order to be useful.

Most of therse are really terrible, and those that arent such as the 2 astromechs on one ship are borken as hell!

I hope this so called rebel veterans includes z95s and a-wings.

@OP:

65634446.jpg

Please let the Rogue Squadron title idea die.. Look, I get it, you either enjoyed the games and/or novels. So did I. But it is seemingly gone. It seems the Legacy squadron that Luke and Wedge commanded was RED squadron. The only Rogue Group was on Hoth.

I expect we will get characters from the new Novel/comic canon. Shara Bey (Poe's mom), Norra Wexley (Temmin "Snap" Wexley's mom), Thane Kyrell. We would get an a-wing, y-wing, and x-wing pilot with those three

Nah, Rogue Squadron will never die. For one thing, FFG has no problems putting out 'legacy' stuff for us old farts.

for another, the EU wipe seems to me a way to remove all the crap (luuuuuke), so they can slowly add back in the good (see TIE defenders and Interdictors)

I'm just curious how they fit a R1 on a snub fighter.

I'm just curious how they fit a R1 on a snub fighter.

Duct tape. Lot's of duct tape.

So much for constructive criticism...

I think there are some interesting design spaces opened up here, but they need some more polish/lateral thinking. The big problem is that your solution for everything seems to be "add dice," which is not a prevalent mechanic throughout the rest of the game - it's there, but used sparingly.

I think that Face, as written here, is fun, thematic and will see zero use because of his middling PS (not ideal as a blocker to trap people in his stress zone, yet moves too early to take advantage of the E's maneuverability to position for maximum effect.

Likewise, what's going on with Thane is interesting and, I'm guessing, is meant to play with risk/reward tactics in a fun way, but 1) again, it's over-reliant on adding dice 2) this doesn't add the level of unpredictability or versatility that you probably think it does. In fact, it does the opposite: Thane pulls a hard maneuver to get his target in arc for his bonus red die. The following turn, he's doing a green to clear stress and gets a defensive bonus for doing so. And at this point, we're probably jousting, so he'll dial in a K, stress himself, get a bonus red die, etc., rinse, repeat ad infinitum. The X-Wing dial, especially without R2 Astromech equipped, makes this, and I'm using a technical term here, hella predictable.

Advanced Navcomputer/Training Wheels is probably one of the more tableworthy thing here, but it's probably better as a modification than a system upgrade, and probably worth a few more points to boot.