Imperials get another affordable ace!!! Impressive, most impressive!

By Knucklesamwich, in X-Wing

sensor jammer could help keep him alive. or force attackers to burn focus tokens.

Sensor Jammer + Opportunist would combo well. Unfortunately that's an 8 point combo. I'm not sure it's good enough for that price.

So here's my question:

Pilot ability says you make a primary weapon attack when you lose a shield. Title says when you make a primary weapon attack, you may make an additional aux arc attack.

So, When you lose a shield, can you shoot someone in your front arc and someone in your back arc? For potentially 4 attacks in a round?

If so, does this ability NOT work if there's no one in your front arc? i.e. someone flies up behind you and shoots you, you get a free primary weapon attack, but there's nobody to attack in your primary arc, so you don't get to make the free aux arc attack to return fire?

So here's my question:

Pilot ability says you make a primary weapon attack when you lose a shield. Title says when you make a primary weapon attack, you may make an additional aux arc attack.

So, When you lose a shield, can you shoot someone in your front arc and someone in your back arc? For potentially 4 attacks in a round?

If so, does this ability NOT work if there's no one in your front arc? i.e. someone flies up behind you and shoots you, you get a free primary weapon attack, but there's nobody to attack in your primary arc, so you don't get to make the free aux arc attack to return fire?

The title isn't limited to once a round. You could shoot someone in the front and someone behind you twice in a round that you take shield damage.

The Quickdraw's ability can shoot out the rear arc but it will not trigger the title (so it will be a single 2 dice attack out the rear).

Quickdraw, at the very least, will be a decent ship. An imperial T-70

Quickdraw with title:___PS9 3/2/3/3 (29 points & system slot)

Poe Dameron:________PS9 3/2/3/3 (33 points)

As we have learned from the wise old Dengar, shooting more is very good.

Edited by Dengar5

The ability to dualfire twice is rather....interesting....

Further solidifies Accuracy Corrector on this guy. Marksmanship can still roll blanks and requires an action, while Accuracy Corrector would solidify all 4 shots to be 2hits or better. Thats mean. Thats just plain mean lol

The ability to dualfire twice is rather....interesting....

Further solidifies Accuracy Corrector on this guy. Marksmanship can still roll blanks and requires an action, while Accuracy Corrector would solidify all 4 shots to be 2hits or better. Thats mean. Thats just plain mean lol

I'm going to put money on an FAQ that says Quickdraws ability lets him fire ONLY from his primary weapon, regardless of the special forces training mod. Shooting front and back, then losing a shield and being able to shoot front and back seems a little much to me. Also, I think if I just took a damage, I'd want to use that card to buff my primary to 3 attack dice instead. I think that double tapping someone with 3 dice might be better than attacking two (or more) different targets with 2 dice, but I'm not mathy enough to figure that out.

With his ability to avoid damage being low (not knowing what that new Tech card does for his defense), I think you're going to want to knock out one ship as fast as possible with him since he's going to be taking damage quickly, and probably be the focus of attack.

The ability to dualfire twice is rather....interesting....

Further solidifies Accuracy Corrector on this guy. Marksmanship can still roll blanks and requires an action, while Accuracy Corrector would solidify all 4 shots to be 2hits or better. Thats mean. Thats just plain mean lol

I'm going to put money on an FAQ that says Quickdraws ability lets him fire ONLY from his primary weapon, regardless of the special forces training mod. Shooting front and back, then losing a shield and being able to shoot front and back seems a little much to me. Also, I think if I just took a damage, I'd want to use that card to buff my primary to 3 attack dice instead. I think that double tapping someone with 3 dice might be better than attacking two (or more) different targets with 2 dice, but I'm not mathy enough to figure that out.

With his ability to avoid damage being low (not knowing what that new Tech card does for his defense), I think you're going to want to knock out one ship as fast as possible with him since he's going to be taking damage quickly, and probably be the focus of attack.

It does say he can only fire from his Primary weapon. If he had a missile equipped he could not fire it. For him to be able to get 4 attacks in a turn that he loses a shield he needs a ship in both of his arcs and he's only making two dice attacks. Most of the time I'd rather be throwing 2 three dice attacks at a single target then four 2 dice attacks spread among at least 2 targets.

Quickdraw is kind of expensive and is likely to get burned down quickly. Without a self damaging gimmick, his ability only triggers if you are targeting him. He's a ship that's most dangerous when you are targeting him but he doesn't look like a particularly strong closer. His ability will only work 3 times at the most in a game and with 2 agility, he'll only get to use it once.

Edited by WWHSD

The ability to dualfire twice is rather....interesting....

Further solidifies Accuracy Corrector on this guy. Marksmanship can still roll blanks and requires an action, while Accuracy Corrector would solidify all 4 shots to be 2hits or better. Thats mean. Thats just plain mean lol

I'm going to put money on an FAQ that says Quickdraws ability lets him fire ONLY from his primary weapon, regardless of the special forces training mod. Shooting front and back, then losing a shield and being able to shoot front and back seems a little much to me. Also, I think if I just took a damage, I'd want to use that card to buff my primary to 3 attack dice instead. I think that double tapping someone with 3 dice might be better than attacking two (or more) different targets with 2 dice, but I'm not mathy enough to figure that out.

With his ability to avoid damage being low (not knowing what that new Tech card does for his defense), I think you're going to want to knock out one ship as fast as possible with him since he's going to be taking damage quickly, and probably be the focus of attack.

Primary weapon =/= Primary arc. You fire your primary weapon any time you're not firing a secondary (Turret, cannon, missile, etc) weapon.

Would love to roll him up beside a decimator and fire off all 4 shots into it, it's only 12 dice

Only way you are going to hit the same ship with all 4 attacks is if you are perfectly centered/right next to him so you clip the points of his base. Huge ships it'll happen to quite a bit, large? if you manage to pull that off you got lucky.

Only way you are going to hit the same ship with all 4 attacks is if you are perfectly centered/right next to him so you clip the points of his base. Huge ships it'll happen to quite a bit, large? if you manage to pull that off you got lucky.

I for one wouldn't want to get that close to a Decimator, especially since they live on running into other ships. Capt Oicunn would use the title to do 2 automatic damage to you, THEN hit you with 4 attack dice. Probably a waste for a 30+ point ship to get it killed so fast.

Aces are generally 3 agility not 2 agility while QuickDraw is nice offensively he isn't really the typical defensive ace that does well.

So, Comms + Juke + Acc Corrector + 2,3,4 attacks per round possible? Holy crap!

QuickDraw with only 2 green dice is the right call from FFG. It doesn't even need two green dice, because no one will want to shoot at it. Really like Wave 9, wish they had Kylo Ren's shuttle too, but they had to make room for the Gunboat, oh wait... Lol

So, Comms + Juke + Acc Corrector + 2,3,4 attacks per round possible? Holy crap!

That was my first thought until I realized he doesn't have the evade action. Right now, the only way to charge up Comms on him that I can think of is Cool Hand. Which prevents you from also taking Juke. :(

So, Comms + Juke + Acc Corrector + 2,3,4 attacks per round possible? Holy crap!

Juke won't do anything because he has no evade action

So, Comms + Juke + Acc Corrector + 2,3,4 attacks per round possible? Holy crap!

That was my first thought until I realized he doesn't have the evade action. Right now, the only way to charge up Comms on him that I can think of is Cool Hand. Which prevents you from also taking Juke. :(

AWW! It may look like a TIE F/O, but it is no TIE F/O. My mind is warped. FFG you suck! :D Apparently they thought of those shenanigans.

I'd be way more excited about the ship if it had the Aux arc and kept the same stat line and action bar as the TIE f/o.

or didnt cost ~8pts more for an easier to kill tie fighter.

Im still intrigued and i imagine i'll pull some shenanigans with it but i dont see it being a meta shifter. The ARC will do that more than this guy will. Im dreading that ship, fully expecing a couple certain people to suddenly appear with 3 of them.

I see Quickdraw being very much a glass cannon. He has a number of neat tricks that allow him to deal damage in surprising ways and he can be built to be something of a hard counter to Fel but ultimately he lacks staying power having the same defensive stats as a T-70 but no access to ATs, regen droids or their survival oriented abilities. His name says it all, he's there to shoot first then go out in a blaze of glory.

The SF in general seems like it was built with flexibility in mind, which is what you would expect for a Special Forces ship. Yeah it does look rather jousty but it also has access to a back arc and barrel rolls which makes it significantly less vulnerable to traditional jousting counters. Honestly though until we see some new tech upgrades introduced it's options are rather thin as it has all of one usable option for that slot.

Bear in mind that a Baffles Quickdraw, as of now, has the potential to shoot before anything in the game shoots. That means even if Whisper has Initiative, Quickdraw can drop his attack into an uncloaked Whisper. It's nasty. Just shooting so early (and often), even at the cost of a shield, will save your squad some damage.

Bear in mind that a Baffles Quickdraw, as of now, has the potential to shoot before anything in the game shoots. That means even if Whisper has Initiative, Quickdraw can drop his attack into an uncloaked Whisper. It's nasty. Just shooting so early (and often), even at the cost of a shield, will save your squad some damage.

True, honestly he is at his best against ships with equal or higher PS, FFG's answer to the PS war maybe

Stay on Target + Electronic Baffle

or

Ruthlessness + Electronic Baffle

You could even put Ruthlessness on your other ships or drops bombs willy nilly to damage Quickdraw on purpose.

Can this guy fire up to 4 times in a turn?

Maybe Expose + Experimental Interface and Electronic Baffle are the way to go.

Next to a Howlrunner with Shield Upgrade and Elusiveness.

Edited by Vulf

Bear in mind that a Baffles Quickdraw, as of now, has the potential to shoot before anything in the game shoots. That means even if Whisper has Initiative, Quickdraw can drop his attack into an uncloaked Whisper. It's nasty. Just shooting so early (and often), even at the cost of a shield, will save your squad some damage.

That'll be fixed before the wave comes out in all likelihood.

What would ruthlessness have to do with baffles? Ruthlessness doesnt stress you out, it does mandatory collateral damage (which in theory could also be used to trigger Quickdraw from another friendly ship...)