Small Jumpmaster spoiler from Nürnberg (Germany)

By CaineHoA, in X-Wing

So either thats a terrible error in the article or the wording on the cards. It even raises the question about Carnor!

I disagree. Strom DOES stop bonuses against all your ships, not just himself but only if you satisfy his clause. If Strom is r1 from a bwing who is r1 from darth vader and the bwing is shooting vader then the bwing throws 3 dice still due to strom being r1 of him. The article is clarifying that the ability doesn't just work when strom is being shot at.

Correct me if I'm wrong, especially since all we have is a translation and not an English original, but there IS a restriction here. Not range, mind you, BUT, it says you may move all of your tokens...

That means that you can choose to not move any tokens, but if you choose to move one, you MUST MOVE ALL! The limitation appears to be that if you choose to use her ability, then this ship becomes tokenless for the round. And they all have to go to a single other ship. There may not be a range limit, but Manaroo potentially has to give up quite a lot when she triggers her ability.

Exactly. This is not something you're going to want to use every round. However, it is a fantastic ability.

For 27 points, she's basically an Outer Rim Smuggler who trades 1 HP for an extra evade die, +2-4 pilot skill (pending Adaptability; I'd probably use it to reduce her to PS3) and barrel a barrel roll. That should make her a very capable blocker, and if you're able to get your block in while still taking a focus/target lock action, you can pass it to someone who can use it for the actual shot. Or you can take a focus action with a Recon Specialist, pass all your tokens to someone else, and pop Glitterstims for the same effect on yourself.

It also makes her one of the only pilots in the game who can still synergize with N'dru Suhlak.

It means that if Strom is next to an enemy, they can't get a range bonus from attacking a different shape also at range 1. But Strom still has to be next to them to have any effect.

Hmm thats true. **** rules wording creates riddles all the time.

Edited by CaineHoA

Manaroo: What is that, Mr. Talonbane Cobra? You used you action to EU boost into range 1 and have no tokens but want my Target Lock and Focus?

Yes Please!

pondlifebreakfast.png

PUm80bA.png

The 'all tokens' drawback makes sense.

Next question, does it specify tl token color? That becomes pretty funny if you're passing red locks too.

Manaroo has a drawback to using her ability, but really that's what Glitterstim is for. They're both simultaneous at start of Combat right?

The 'all tokens' drawback makes sense.

Next question, does it specify tl token color? That becomes pretty funny if you're passing red locks too.

Nope, it says all. So yes it is exactly what you was thinking ;-)

Edited by CaineHoA

Correct me if I'm wrong, especially since all we have is a translation and not an English original, but there IS a restriction here. Not range, mind you, BUT, it says you may move all of your tokens...

That means that you can choose to not move any tokens, but if you choose to move one, you MUST MOVE ALL! The limitation appears to be that if you choose to use her ability, then this ship becomes tokenless for the round. And they all have to go to a single other ship. There may not be a range limit, but Manaroo potentially has to give up quite a lot when she triggers her ability.

German native speaker here, can confirm this. It says ALL.

This should make her an obvious first target if she uses the ability.

don't listen to them!

it clearly says:

"at the beginning of the combat phase, you may transfer a Schnitzel from your Opponents dish to yours. then take a stress-token"

:D

I quite like the card, and it seems pretty cheap.. *first impression*

really frees up some scummy synergy. razzi, coooo-bra and maybe even scyks come to mind. it's REALLY flexible.

ME LIKE, UGH! :D

The 'all tokens' drawback makes sense.

Next question, does it specify tl token color? That becomes pretty funny if you're passing red locks too.

Nope, it says all. So yes it is exactly what you was thinking ;-)

Oh my god. I love this.

MANAROO: "N'dru, I have a target lock on this ship. I'm going to have my Astromech pass you my telemetry readings."

N'DRU: "Copy that. I'm picking up your readings... why did my flight panel start lighting up like a Life Day tree?!!"

MANAROO: "I forgot to mention that not all of those readings belonged to me."

Manaroo with some Ys w/ APTs.... Mmmmmm

Manaroo with some Ys Starvipers w/ APTs.... Mmmmmm

there you go.. mobility? check. torpedo? check. who needs ptl..? :D

Edited by WokeUpDead

Zertik's ability is that, as long as he's flying, enemy ships don't get their range 1 bonus attack die against any of your squad's ships. There's no range limitiation from/to Zertik for it to apply.

Zertik's ability is that, as long as he's flying, enemy ships don't get their range 1 bonus attack die against any of your squad's ships. There's no range limitiation from/to Zertik for it to apply.

As showed by others this is questionable.

Not a super great ability, but it is only 1 point (presumay) up from the generic

Enables ordnance especially from other deadeye jumpies

Problem is 4lom and int agents are also 1 point

Don't think we'll see much of this guy. Especially if it's all or nothing

Edited by ficklegreendice

Zertik's ability is that, as long as he's flying, enemy ships don't get their range 1 bonus attack die against any of your squad's ships. There's no range limitiation from/to Zertik for it to apply.

I thought that too, but I then checked for the other support ships. You can see that none of their abilities tells "at range #-# FROM your ship". So Zertik's ability only works at range one of him.

If I remember Latts Razzi's ability, there's no numerical limit for her. So, she could now drop two evade dice from an opponent? Maybe allow a Crackshot Ace to one shot some poor interceptor?

Or maybe Manaroo and Latts both have a weapons engineer and she can double down and remove two evade dice from two enemy ships? The possibilities here are quite tempting.

Zertik's ability is that, as long as he's flying, enemy ships don't get their range 1 bonus attack die against any of your squad's ships. There's no range limitiation from/to Zertik for it to apply.

While understandable that the 'at range 1' line could be confused to be saying that when enemy ships are at range 1 of any ship they don't get a range bonus there are 2 strikes against this interpretation. As stated earlier in the thread this is the same wording as on carnor jax who has had plenty of time to be faq'd as global if he was. Additionally there is no range attacking bonus other than the range 1 attacking bonus so there's no reason to specify that other than to gate stroms ability to a range.

If I remember Latts Razzi's ability, there's no numerical limit for her. So, she could now drop two evade dice from an opponent? Maybe allow a Crackshot Ace to one shot some poor interceptor?

Or maybe Manaroo and Latts both have a weapons engineer and she can double down and remove two evade dice from two enemy ships? The possibilities here are quite tempting.

Latts restriction is the same as everyone else - once per opportunity.

Wait, once Manaroo dumps the TLs, can she obtain new ones? Are the passed off TLs still cancelled if Manaroo acquires a new TL next turn? Can Latts hold on to a TL bank?

If I remember Latts Razzi's ability, there's no numerical limit for her. So, she could now drop two evade dice from an opponent? Maybe allow a Crackshot Ace to one shot some poor interceptor?

Or maybe Manaroo and Latts both have a weapons engineer and she can double down and remove two evade dice from two enemy ships? The possibilities here are quite tempting.

Latts restriction is the same as everyone else - once per opportunity.

Also unless specified a ship can still only have 1 target lock at a time. Weapons engineer doesn't help this pilot much since one of the target locks will disappear unless the friendly ship has a weapons engineer.

When Latts cancels a TL, she reduces the enemy's agility by 1. Why couldn't she cancel two TLs if she has them? The card clearly indicates a 1:1 ratio for TL:agility.

If I remember Latts Razzi's ability, there's no numerical limit for her. So, she could now drop two evade dice from an opponent? Maybe allow a Crackshot Ace to one shot some poor interceptor?

Or maybe Manaroo and Latts both have a weapons engineer and she can double down and remove two evade dice from two enemy ships? The possibilities here are quite tempting.

Latts restriction is the same as everyone else - once per opportunity.

Also unless specified a ship can still only have 1 target lock at a time. Weapons engineer doesn't help this pilot much since one of the target locks will disappear unless the friendly ship has a weapons engineer.

Manaroo: 27 (38)

-Deadeye 1

-R4 Agromech 3

-Proton Torpedo 4

-Extra Munition 2

-Guidance Chip 0

-Zuckuss 1

Drea Renthal 22 (34)

-Dorsal Turret 3

-Proton Torpedo 4

-Extra Munition 2

-Guidance Chip 0

-R4B11 3

Binare Pirate 12 (12)

Ndru 15 (17)

-Wingman 2

Edited by Rakaydos

so, does being passed a TL equate to acquiring a TL for purposes of the 1 TL limit? I think that's what has me excit

The limit in the basic rules is not on acquiring multiple TLs, it is on maintaining multiple locks. If you ever have more than 1 blue TL token you must discard one (weapons engineer and Redline are the exceptions).