So we finally get the ARC-170

By Kingsguard, in X-Wing

It was my favorite ship in the prequels and I had despaired that it may not show up in X-Wing. I'm very excited to see that I will indeed get to fly them after all.

However, I regret to say that the stats I've seen so far leave me worried that it will be another dud.

Looking at Shara Bey, I notice the following things:

It's action bar is empty but for Focus and Target lock. - Sort of bland.

Only 1 evade - 2 would have made more sense. It's going to die quickly if it gets caught.

They say it will not have many high speed options . - It's easy to catch.

No system upgrade slot - Strange considering the ship was designed for reconnaissance.

2 base attack . - Yes it has a title that fixes this. I guess the point is to make the forward attack stronger than the rear one?

6 skill pilot costs 28 points . - Not only does it look like a sitting duck but it's also very expensive.

What's everyone else's first impressions like?

It's the first Rebel ship with both a crew and astromech slot. You know all those crazy combinations that Scum have been doing with that setup on the Jumpmaster? Now the good guys get to join in the fun.

Nien Numb with R2-D2 for extra regen options.

Tactician with R3-A2 for maximum stress coverage.

Ezra with R3-A2 for Norra to basically get an Advanced Targeting Computer for 34 points.

Hera Syndulla with R4-D6 to eat all the damage and still have your full dial.

Chopper with R2-D2 for actions while stressed, while still getting your regen.

Nien Numb with BB-8 for stupid green move barrel rolls all over the place.

It also joins the Aggressor and Attack Shuttle as the only ships in the game with no generic pilots.

Without seeing the dial it is hard to guess, and the lack of a cannon slot saddens me. With the R2 options on a heavy, I am ok with a lot as a BB or R7 will make it a lot harder to catch. The prices vs the K is a little disappointing, but as PhantomFO said their are a lot of potential Astromech/ crew tricks.

It seems like an x wing with a k wings stats and a better dial and more upgrade options. Plus it comes at an x wings cost judging by the named pilots cost.

Plus it looks awesome

its still tanky as hell. That thing wont go down in 1 round unless it gets pinsor'd and nothing rolls badly. Also ships with green 1 movements (especially straight) are very difficult to tail because the majority of ships that want to tail and CAN tail people without the opponent being a shoddy pilot to begin with are usually unable to stay there without bumping or losing arc. TIE fighters for instance might get 1 shot at this guy from behind, then they will either slam into its butt, veer off to the side, or blast past it.

I imagine the title is to do exactly what you meant: stronger front arc. This is the main complaint i have with turret weapons: its not their 360 ability its that it comes at literally 0 penalty other than a few points (which in most cases arent enough). Turrets in the main firing arc should be deadlier than outside it, and they arent. From what i can tell, all 3 of these ships with a second firing arc the second firing arc isnt as strong as the front, but its still deadly enough to be worried about.

ARC-170 isnt a bad ship at all, i see a lot of good shenanigans with it. Will it be Uboat level of douchbaggery? No, and i doubt we'll see THAT level of bullcrap again.

Edited by Vineheart01

Just the presence of double-arcs make Tactician worth considering, even without R3-A2. You'll be able to cover a lot of area.

Dont make the same mistake i did: Tactician only works in your firing arc, which unless it specifies otherwise always refers to your primary arc. Tactician would be terrible on the ARC because it most likely cant turn for jack given the description it has. I used to put that card on turret maingun ships until someone pointed that bit out i missed, then i dumped him entirely lol since the only ships i have that can take him suffer in the turning department (or demand something else ala phantom strats)

Dont make the same mistake i did: Tactician only works in your firing arc, which unless it specifies otherwise always refers to your primary arc. Tactician would be terrible on the ARC because it most likely cant turn for jack given the description it has. I used to put that card on turret maingun ships until someone pointed that bit out i missed, then i dumped him entirely lol since the only ships i have that can take him suffer in the turning department (or demand something else ala phantom strats)

Tactician works in any firing arc, including auxiliary firing arcs. It just doesn't work with turrets because they specifically fire "outside of a firing arc."

Dont make the same mistake i did: Tactician only works in your firing arc, which unless it specifies otherwise always refers to your primary arc. Tactician would be terrible on the ARC because it most likely cant turn for jack given the description it has. I used to put that card on turret maingun ships until someone pointed that bit out i missed, then i dumped him entirely lol since the only ships i have that can take him suffer in the turning department (or demand something else ala phantom strats)

Wrong. Tactician works with anything labelled as a printed firing arc. This includes the Firespray's auxiliary firing arc, the Ghost's special firing arc (pending FAQ that says otherwise), the 180-degree arc on the YV-666, and now this ship. They'll probably need to FAQ it to address how it works for the Shadow Caster's mobile firing arc.

It does not work on primary turrets, as they only have one printed arc and have special rules that let them fire their primary weapon outside of the printed arc. But ships with more than one arc can benefit.

"The ARC-170 Expansion Pack introduces this starfighter to X-Wing as a somewhat sluggish vessel with six hull, three shields, and one agility. It flies well at slower speeds, but struggles at higher speeds, featuring six green maneuvers at speeds "1" and "2," even while four of its seven higher-speed maneuvers are red."

Does this mean we have green hard turns for speed 1 and 2, this thing will out turn pretty much everything if this is the case especially with engine upgrade or what looks to be a barrel roll version with what looks to be ventral thrusters

Dont make the same mistake i did: Tactician only works in your firing arc, which unless it specifies otherwise always refers to your primary arc. Tactician would be terrible on the ARC because it most likely cant turn for jack given the description it has. I used to put that card on turret maingun ships until someone pointed that bit out i missed, then i dumped him entirely lol since the only ships i have that can take him suffer in the turning department (or demand something else ala phantom strats)

Tactician works in any firing arc, including auxiliary firing arcs. It just doesn't work with turrets because they specifically fire "outside of a firing arc."

That's... not exactly correct either.

Tactician works fine with turrets, as long as the enemy is at range two and also in your arc...

... And yeah, any arc is kosher.

Dont make the same mistake i did: Tactician only works in your firing arc, which unless it specifies otherwise always refers to your primary arc. Tactician would be terrible on the ARC because it most likely cant turn for jack given the description it has. I used to put that card on turret maingun ships until someone pointed that bit out i missed, then i dumped him entirely lol since the only ships i have that can take him suffer in the turning department (or demand something else ala phantom strats)

Wrong. Tactician works with anything labelled as a printed firing arc. This includes the Firespray's auxiliary firing arc, the Ghost's special firing arc (pending FAQ that says otherwise), the 180-degree arc on the YV-666, and now this ship. They'll probably need to FAQ it to address how it works for the Shadow Caster's mobile firing arc.

It does not work on primary turrets, as they only have one printed arc and have special rules that let them fire their primary weapon outside of the printed arc. But ships with more than one arc can benefit.

i stand corrected then.

Tactician would be good then and REALLY EFFIN' ANNOYING lol

"The ARC-170 Expansion Pack introduces this starfighter to X-Wing as a somewhat sluggish vessel with six hull, three shields, and one agility. It flies well at slower speeds, but struggles at higher speeds, featuring six green maneuvers at speeds "1" and "2," even while four of its seven higher-speed maneuvers are red."

Does this mean we have green hard turns for speed 1 and 2, this thing will out turn pretty much everything if this is the case especially with engine upgrade or what looks to be a barrel roll version with what looks to be ventral thrusters

I'm assuming the reds are the hard 3s, 4-forward and a K-turn, with speed 3 banks and straight as white.

Dont make the same mistake i did: Tactician only works in your firing arc, which unless it specifies otherwise always refers to your primary arc. Tactician would be terrible on the ARC because it most likely cant turn for jack given the description it has. I used to put that card on turret maingun ships until someone pointed that bit out i missed, then i dumped him entirely lol since the only ships i have that can take him suffer in the turning department (or demand something else ala phantom strats)

Tactician works in any firing arc, including auxiliary firing arcs. It just doesn't work with turrets because they specifically fire "outside of a firing arc."

That's... not exactly correct either.

Tactician works fine with turrets, as long as the enemy is at range two and also in your arc...

... And yeah, any arc is kosher.

Technically, yes. I was typing fast so as not to get ninja'd. Obviously if you are firing a turret at a target inside your firing arc you are not using the out-of-arc ability that turret weapons give you.

Having astromech & crew slots make this ship very fun. A new generic astromech will be very nice. Hopefully it's better than targeting astromech.

I just noticed in the picture an evade token. I wonder what pilot or upgrade card requires that.

Having astromech & crew slots make this ship very fun. A new generic astromech will be very nice. Hopefully it's better than targeting astromech.I just noticed in the picture an evade token. I wonder what pilot or upgrade card requires that.

Guessing it's a pilot ability or the astromech. But who knows!

What about R2-D2 Crew with R4-D6 Astromech.

Not saying it's good, but it's droid-tacular.

R2D2 Crew + R5D8 = shield and hull regen in one round

R7T1 + Han Solo crew

Targeting astromech + Ezra crew

It's a B-wing without barrel roll, but has an astromech AND crew slot. not sure how to feel.

C-3PO + R5-D8 or R5-K6 to ensure that regen or target lock seems like it could be entertaining.

"The ARC-170 Expansion Pack introduces this starfighter to X-Wing as a somewhat sluggish vessel with six hull, three shields, and one agility. It flies well at slower speeds, but struggles at higher speeds, featuring six green maneuvers at speeds "1" and "2," even while four of its seven higher-speed maneuvers are red."

Does this mean we have green hard turns for speed 1 and 2, this thing will out turn pretty much everything if this is the case especially with engine upgrade or what looks to be a barrel roll version with what looks to be ventral thrusters

Left and Right Banks and straights at speed 1 and 2 are green. Not the sharp turns.

Rex + (insert choice of astromech) + IA = slap hockey goodness

Edited by Sentinal

I think Norra Wexley will synergize well with R5-K6.

Edited by droz69

It's a B-wing without barrel roll, but has an astromech AND crew slot. not sure how to feel.

One of the upgrades appears to be Vector Thrusters, and it looks like it adds the Barrel Roll option to the action bar. Likely a modification.

Double arc? Tactician. Tactician so very much.

3-die forward, free-calculation to the rear is an interesting blend. We'll see what Rear Gunner does.

Pretty certain the dial is a Y-wing dial with green banks at speed 1 & 2, with the K-turn at either 3 or 4.

A more radical dial would be hard 1s & 2s, with green 3 banks & 4-straight being red, but that would start to look like a B-wing with more green, and I'm not sure that's their intention. Also, they said seven faster manouvers, so you'd need the 3 hards in there somewhere, so yeah, I think the Y-wing-with-more-greens is most likely. Appropriate for an 'older' ship to keep an 'older' dial.