Incidentally I think that particular GR-75 is the Bright Hope.
Mist Hunter preview!
Incidentally I think that particular GR-75 is the Bright Hope.
good thing it wasn't named Bright Future
So..... Adaptability. Do you choose when making your squad, do you decide which to use after seeing your opponent's squad, can you change it mid-game?
I would assume when making the squad, but until we see the rules for dual upgrades that's hard to say for sure.
I really hope it is not at the beginning of every round... but I get the feeling that might be it.
What if it is though and you MUST flip dual cards every round?
That would be hilarious!
Maybe that's why on Adaptability the one picture is sunshine and B-Wings and the other is all explodey darkness...
I'm so curious about Rage now. I'll bet that's a dual card that, if it works like the above, would be something like: "Rage (+) Roll an extra attack dice. Rage (-) You cannot perform actions."
I'll wager that's exactly what dual cards do. You can pick how they start, face-up or other-face-up. They cost zero points and have a pro and con. Corran Horn proves that this mechanic works. Double tap now, pay for it later. It sounds like a trade off until you realize that the turn Corran doesn't attack is usually spent re-positioning anyways, so in practice it's a very powerful ability. If Rage worked as I guessed above then you can immediately see the benefit in a card like that as it would work out in the same way as Corrans double tap. You can apply this thought to Adaptability as well. On the turn you attack, you have Adaptability turned plus-side up so that you move last and shoot first. On the subsequent turn when you are re-positioning, you have Adaptability turned minus-side up so that you can move first and take defensive or re-positions actions.
Haha! Coffee molecule inspired genius moments! Slipping away... however... it... wild... kings... forest... poached...
Edited by DarkcloakWhat if it is though and you MUST flip dual cards every round?
That would be hilarious!
I don't like one word responses.
Yuck!
I think you equip one card to two different pilots and flip them at start of the round, but never can the two of the same sides be showing. It makes sense for the comment on 4-lom and Zuckuss "working together" because Zuckuss would be happy to be a PS 8 while 4-Lom doesn't really care about PS 6 unless you want Lom to move after someone to get in range 1 easier, then make them PS 7. (If you're fighting someone PS 6 that is)
Incidentally I think that particular GR-75 is the Bright Hope.
good thing it wasn't named Bright Future
It'd be pretty bright for a bit when it explodes...
A few things:
Zuckuss 4-Lom (thanks Tsiegtiez) should be able to send his stress token to a Huge ship at range 1 but the stress would simply be discarded with no effect as per the Epic rules.
R2-D6 and IA ruling? I missed that, when did that get sorted? What was the result?
In the "Tales of the BH", Zuckuss is able to pull the trigger before the targeting computer signals using his "force intuition thingydo" = better shootsing. Extra green die = gameplay balance.
Edited by gamblertubaA few things:
Zuckuss(4LOM?) should be able to send his stress token to a Huge ship at range 1 but the stress would simply be discarded with no effect as per the Epic rules.
R2-D6 and IA ruling? I missed that, when did that get sorted? What was the result?
If you IA-eject R2-D6, you do not discard the Talent upgrade on that Pilot.
This is probably my most anticipated expansion to date.
Cloaking Device is going to be all kinds of fun, Electronic Baffle is a solid, cheap system upgrade, the pilots and crew look like all kinds of fun and the Tractor Beam is going to be insane.
I'm looking forward to seeing the full rules for Dual Upgrades and Adaptability, and can't wait to see what ideas people come up with for it.
The ship is gorgeous, too!