Wave IX - Everything is Awesome

By ObiWonka, in X-Wing

Wave IX is Coming Soon™* and there's a lot to like!


Imperials, via the First Order sub-faction, are getting the Special Forces TIE Expansion Pack.

Rebels, via the Rebel Alliance sub-faction, are getting the ARC-170 Expansion Pack.

And Scum & Villainy are getting both the Protectorate Starfighter Expansion Pack and the Shadow Caster Expansion Pack.


This brings the Imperial and Scum & Villainy factions each to 13 different ships (sharing the Firespray-31), and the Rebel faction to 14 (the Ghost/Phantom combo putting it ahead of the other factions; it shares the HWK-290, Y-Wing, and Z-95 Headhunter with the S&V faction).


Let's take a look at the ships themselves.


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The above are renders, however there are real images of the models that show they are just as beautiful as they look in this picture.


The TIE/sf is, of course, very similar to the TIE/ln and TIE/fo. This new ship sports slight differences and the new /sf paint job, yet the same clean, fresh-off-the-line look of standard military mass-production. The ARC-170, on the other hand, has a very weathered paint job. Personally, this bugs me a little bit, as it is unlike any other ship so far. However, it seems to be intended to reflect the limited number of these the Republic actually has access to, as we'll see later.


Both the Protectorate Starfighter and the Shadow Caster have the cleaner look. The two Scum ships are both cool new designs, despite being similar to existing ships in some ways. The Protectorate is practically a backward Scyk, and the Shadow is pancake-like, yet they each have their own unique style.


On to the individual expansions! First Order first.


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One of the first and most exciting things to notice is that, along with the ARC, we are getting our first small ships with rear-facing auxiliary firing arcs! Like the Y-WIng, the gunner operating the turret is simply represented by the weapon itself in lieu of a crew slot, which is cool with me. Upgrade-wise, this is the first ship to combine the Sensor and Tech upgrades, which is pretty exciting. There is more Tech on the way, which is good, because right now Weapons Guidance is lackluster and Comm Relay can't be used as this ship has no Evade action.


Speaking of Tech, this ship comes with "Se... Clu..." which with 100% certainty will be "Sensor Cluster": "When def[ending]... spend a... change... results..." I'm seeing a sort of reverse Weapons Guidance here: possibly spend a Focus to turn a blank into an Evade (though results appears to be plural, hmm). We'll also get a new Sensor upgrade, "Col... Det..." which, again with 100% certainty will be "Collision Detector": "When per[forming a] barrel roll [action, your] ship and [maneuver template] can ove[rlap] obstacles. When ro[lling for collision] damage, [ignore {hit} results]." Speculative text, but it's thematic.


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The Title is interesting, if controversial. On the one hand, it's a great way to add additional rules to a ship with limited room on the card for text. On the other hand, some argue this could be done with a rules insert or reference card, so it wouldn't conflict with any future Titles. In my opinion, conflicting with other Titles can be used as a design advantage: see TIE Defenders. Anyway, what the Title actual does is very neat. It makes the front and rear arcs function differently, and can combine the two all-in-one. Savvy X-Wing pilots have already figured out that there's a position next to a large ship that will allow you to hit it with both arcs at once! Accuracy Corrector seems especially good here, with a 2 Attack ship that can potentially attack twice.


Last but not least, let's look at the pilots, at least the one we can see. Heroes of the Resistance just gave Rebels their 3rd PS9 ace, and here comes the Imperials'! And what a guy is "Quickdraw": "Once per round, when you lose a shield token, you may perform a primary weapon attack." Naturally, this functions a bit like Dengar's "payback" ability granting an extra in-arc attack. However, you can also trigger it during movement after running into someone with Anti-Pursuit Lasers, being hit by Captain Oicunn, or - surprise, here's 4 Attack dice at Range 1 while you have no tokens! - running over a mine or obstacle! A bomb exploding before combat will also trigger "Quickdraw", provided he has a shield left, of course. Possibly a good argument for Shield Upgrade; time will tell.


We also get a note about the dial. " Although it looks almost identical to the TIE/fo fighter, the Special Forces TIE is an entirely different vessel, trading away a point of agility in favor of two extra points of shields, and boasting an entirely different maneuver dial ." Though I think the odds are just as likely that's poor phrasing as it is a completely different dial (all we know from the picture is a 2-straight green, which literally every ship has so far).



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Here we have the Rebels' small base auxiliary arc acquisition. Unlike the TIE/sf, the ARC actually has more crew seats beyond turret operation, so it gets the Crew slot. That makes this ship the first appearance of the Crew + Astromech combo! How cool is that? Recon Specialist + R5-P9 probably sprang right to mind. There's also R2-D2 and Nien Numb, Targeting Astromech and Hera Syndulla, and a host of other new options to explore. This expansion adds a new card to each as well: R3 Astromech and Tail Gunner. All we can tell about R3 is "Once per..." something, but Tail Gunner really has me intrigued. It's Limited , which only matters on the YV-666 as far as I can tell, because we can guess pretty easily that it'll have something to do with auxiliary arcs and only that ship also has more than one Crew slot. I'm hoping for something tasty on a Firespray!


Then we've got Vectoring Thrusters. Oh boy, is this going to be popular. Even without all the text, it's clearly a Small Ship Only Modification that adds the barrel roll icon to the ship's action bar. It could go as high as 4 points like its cousin the Engine Upgrade, though I'm going to guess no more than 3 since it at least can't go on large ships. Any and all less-maneuverable ships will be giving this a try, I can assure you. Maybe even a Scum HWK with a Cloaking Device and Vectoring Thrusters? Weeeeeee!


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Also something similar-but-different compared to the TIE/sf, the ARC has an "extra text" Title. While this one also increases the punch out the front end, instead of allowing a possible double tap out the back, it's basically a Focus-free Calculation there. We'll see which proves to be more useful, but this does have at least one obvious combo with a certain pilot...


At PS7, we get Norra Wexley: "When attacking or defending, you may spend a target lock you have on the enemy ship to add 1 [eye] result to your roll." With the Title, that's similar to having an Advanced Targeting Computer for your Butt Gun™! Norra also happens to be friends with Weapons Engineer, allowing her to hit harder or defend better against up to 2 targets at once. Could be R5-K6's time to shine, too, since he gets double the chances to get double the locks for free! Shara Bey, as seen below, is also a fan. The other two pilots are also unique, which is strange, but seen before on the Aggressor and Attack Shuttle.


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Finally, we get the intriguing "Se... Tor..." Torpedo upgrade. No idea what it'll be named, but it does appear to lack an " Attack: " header and instead have an " Action: " header. Wait, what? Attacking (presumably; you are firing a torpedo after all) during movement; that's crazy! All told, Imperials and Rebels get some similar tools that are still completely different. Sensor/Tech combo for Imps, Crew/Mech combo for Rebels. Two arcs with potential double tap for Imps, two punchy arcs for Rebels. "Quickdraw" can attack before combat, as can a ship toting "Se... Tor[pedoes]".


Oh, and one more thing about the ARC-170, a tidbit about its dial, too. " 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." Given that, I've come up with the following as a guess (basically a Y-Wing with more green):



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Stay tuned for my thoughts on Wave IX Scum & Villainy!






*"Soon" not guaranteed.

Edited by ObiWonka

My real question is if Fang is in the "Villainy" subfaction.

Yes. This wave looks fun. I want my imp vets, too.

im going to buy so many coggies. i hope i can run 4 in 100

Actually there still is no Republic Subfaction. The ARC-170 is the Rebel Alliance which sort of makes sense. I mean does anyone still fly the A-1 sky raider? Nope so giving the ARC-170 to the Resistance seems just too far out.

*"Soon" not guaranteed.

Is January 2017 soon? cause that's most likely when this wave will drop

I like your interpretation of the hidden 'collision detection' card.

Your dial interpretation for the ARC-170 also is likely correct.

I've mulled it over, seen the ships upclose in person, umm'ed and ahh'ed about it...

...and I think this is the first wave for me where absolutely nothing is an immediate must buy.

I'm not taken with the designs from Rebels - to me, they look and feel a bit, well, cartoony next to the other ships n the game. I never picked up the Ghost for a number of reasons, and I feel the same way about the Shadow Caster. It doesn't do much for me from a looks standpoint, and I'm not seeing much to write home about from the cards in the pack either.

As a predominantly Scum player, the Fang Fighter has a little bit more appealing given it's potential to be a Scum ace arc dodger, but the expansion seems to totally lack any kind of multifunctionality - just two upgrade cards, and one of them is a title? On the face of it, the expansion doesn't have much to offer.

TIE/sf. Almost aesthetically identical to the TIE/fo. FFG even somewhat apologetically admitted as much in the preview article:

"Although it looks almost identical to the TIE/fo fighter, the Special Forces TIE is an entirely different vessel..."

...but it looks almost identical. I rarely play Imperials as it is, I'm not sure I want or need another identikit TIE fighter.

So that leaves the ARC-170. A prequel ship. THE PREQUELS! AAAAAAAAAAAHHHHHHHHHHwait...

...it actually looks really good. Weathered, beaten, like a relic from an earlier age. It wouldn't look out of place alongside the other Rebel ships. And look at the upgrade cards! Two copies of Vector Thrusters - which appears to be a Barrel Roll mod - and two copies of R3 Astromech, which might be a nice upgrade for T-65's, Y-Wings and (say it quietly) E-Wings if it's "Once per ?" ability pans out.

So yeah; out of the entire wave, one ship. One ship which has no generic pilots, but a good look to it some interesting sounding upgrades. That's the least enthused I've been for a Wave so far.

Last wave, I wasn't at all enthused by the Ghost, but I had one of everything else pre-ordered, and when I went to collect them on launch, they had one Ghost left. I decided to pick it up on a whim, thinking "Well, I may use it at some point". That ship is still in it's plastic. I haven't even assembled the dial or sleeved the cards.

This time around, I think I'll stick to my guns. I'll probably pick up a Protectorate fighter, and certainly one or two TIE /sf, but beyond that I'm pretty happy to leave the Arc and Shadow Caster on the shelf. Neither are in any way exciting to me. If I buy them for the sake of collection completion, they're going to end up the same as the Ghost.

Just to clarify, there is no "Sensor" upgrade slot. It's "System".

I've mulled it over, seen the ships upclose in person, umm'ed and ahh'ed about it...

...and I think this is the first wave for me where absolutely nothing is an immediate must buy.

I'm not taken with the designs from Rebels - to me, they look and feel a bit, well, cartoony next to the other ships n the game. I never picked up the Ghost for a number of reasons, and I feel the same way about the Shadow Caster. It doesn't do much for me from a looks standpoint, and I'm not seeing much to write home about from the cards in the pack either.

As a predominantly Scum player, the Fang Fighter has a little bit more appealing given it's potential to be a Scum ace arc dodger, but the expansion seems to totally lack any kind of multifunctionality - just two upgrade cards, and one of them is a title? On the face of it, the expansion doesn't have much to offer.

TIE/sf. Almost aesthetically identical to the TIE/fo. FFG even somewhat apologetically admitted as much in the preview article:

"Although it looks almost identical to the TIE/fo fighter, the Special Forces TIE is an entirely different vessel..."

...but it looks almost identical. I rarely play Imperials as it is, I'm not sure I want or need another identikit TIE fighter.

So that leaves the ARC-170. A prequel ship. THE PREQUELS! AAAAAAAAAAAHHHHHHHHHHwait...

...it actually looks really good. Weathered, beaten, like a relic from an earlier age. It wouldn't look out of place alongside the other Rebel ships. And look at the upgrade cards! Two copies of Vector Thrusters - which appears to be a Barrel Roll mod - and two copies of R3 Astromech, which might be a nice upgrade for T-65's, Y-Wings and (say it quietly) E-Wings if it's "Once per ?" ability pans out.

So yeah; out of the entire wave, one ship. One ship which has no generic pilots, but a good look to it some interesting sounding upgrades. That's the least enthused I've been for a Wave so far.

Don't get too excited about multiple copies of cards in the preview images. The Mist Hunter should have came with 2 Tractor Beams, but FFG changed the preview image well after the wave was released which was pretty annoying.

I've mulled it over, seen the ships upclose in person, umm'ed and ahh'ed about it...

...and I think this is the first wave for me where absolutely nothing is an immediate must buy.

I'm not taken with the designs from Rebels - to me, they look and feel a bit, well, cartoony next to the other ships n the game. I never picked up the Ghost for a number of reasons, and I feel the same way about the Shadow Caster. It doesn't do much for me from a looks standpoint, and I'm not seeing much to write home about from the cards in the pack either.

As a predominantly Scum player, the Fang Fighter has a little bit more appealing given it's potential to be a Scum ace arc dodger, but the expansion seems to totally lack any kind of multifunctionality - just two upgrade cards, and one of them is a title? On the face of it, the expansion doesn't have much to offer.

TIE/sf. Almost aesthetically identical to the TIE/fo. FFG even somewhat apologetically admitted as much in the preview article:

"Although it looks almost identical to the TIE/fo fighter, the Special Forces TIE is an entirely different vessel..."

...but it looks almost identical. I rarely play Imperials as it is, I'm not sure I want or need another identikit TIE fighter.

So that leaves the ARC-170. A prequel ship. THE PREQUELS! AAAAAAAAAAAHHHHHHHHHHwait...

...it actually looks really good. Weathered, beaten, like a relic from an earlier age. It wouldn't look out of place alongside the other Rebel ships. And look at the upgrade cards! Two copies of Vector Thrusters - which appears to be a Barrel Roll mod - and two copies of R3 Astromech, which might be a nice upgrade for T-65's, Y-Wings and (say it quietly) E-Wings if it's "Once per ?" ability pans out.

So yeah; out of the entire wave, one ship. One ship which has no generic pilots, but a good look to it some interesting sounding upgrades. That's the least enthused I've been for a Wave so far.

Funny enough, I'm actually enamored with that Fang Fighter. Would I have preferred more upgrade cards? Sure, but they wanted it to match the PS progression of the TIE Interceptor so whatever (though forgive me if I have caution towards the idea that any more than one of those generics is worth their salt - betcha they charge 2pts for the +2 PS & EPT on the PS 5 one, and sink it immediately), and a title + single EPT card means that, unless that EPT is really really good I will only need to buy the one model to get my Scum Soontir :wub: ... and maybe a few more if there's a solid generic, but that's it.

The ARC and the SF both land in the "Those are cute. I kind of want one, I guess." category; we'll see whether any of the upgrade cards must have. Shadowcaster looks underwhelming, and I don't even mean the model - just look at that upgrade spread. The unique crew, I'm curious about. That illicit cargo bomb looks fantastic. But Tactical Jammers? Countermeasures? VI? I think this must be the Large ship with the single biggest glut of repeat cards (and not even especially exciting ones; at least Engine Upgrade and Predator are in high demand when they showed up with Bossk) that I've seen yet.

This'll probably be the first wave I buy nothing.

I've mulled it over, seen the ships upclose in person, umm'ed and ahh'ed about it...

...and I think this is the first wave for me where absolutely nothing is an immediate must buy.

I'm not taken with the designs from Rebels - to me, they look and feel a bit, well, cartoony next to the other ships n the game. I never picked up the Ghost for a number of reasons, and I feel the same way about the Shadow Caster. It doesn't do much for me from a looks standpoint, and I'm not seeing much to write home about from the cards in the pack either.

As a predominantly Scum player, the Fang Fighter has a little bit more appealing given it's potential to be a Scum ace arc dodger, but the expansion seems to totally lack any kind of multifunctionality - just two upgrade cards, and one of them is a title? On the face of it, the expansion doesn't have much to offer.

TIE/sf. Almost aesthetically identical to the TIE/fo. FFG even somewhat apologetically admitted as much in the preview article:

"Although it looks almost identical to the TIE/fo fighter, the Special Forces TIE is an entirely different vessel..."

...but it looks almost identical. I rarely play Imperials as it is, I'm not sure I want or need another identikit TIE fighter.

So that leaves the ARC-170. A prequel ship. THE PREQUELS! AAAAAAAAAAAHHHHHHHHHHwait...

...it actually looks really good. Weathered, beaten, like a relic from an earlier age. It wouldn't look out of place alongside the other Rebel ships. And look at the upgrade cards! Two copies of Vector Thrusters - which appears to be a Barrel Roll mod - and two copies of R3 Astromech, which might be a nice upgrade for T-65's, Y-Wings and (say it quietly) E-Wings if it's "Once per ?" ability pans out.

So yeah; out of the entire wave, one ship. One ship which has no generic pilots, but a good look to it some interesting sounding upgrades. That's the least enthused I've been for a Wave so far.

Don't get too excited about multiple copies of cards in the preview images. The Mist Hunter should have came with 2 Tractor Beams, but FFG changed the preview image well after the wave was released which was pretty annoying.

To be fair, while it 'should' have had twin tractor beams, it's unusual for them to release duplicates of a card the ship itself cannot use in multiples.

Or to put another way: You'd have bought two Mist Hunters, had 4 Tractor Beams... and been allowed to fly precisely one of them. I can get why they thought that looked & felt a little weird; with Tractor Beams coming in future expansions I guess they figured Electronic Baffle would be the card that got left in a single expac, so hand out extras.

Actually, come to think of it, I don't have all that much desire for anything upcoming but the /sf, and even then, it'll depend on what the preview shows us. It may end up being a damp squib. I could quite happily pick up Imp Vets at the end of the month and not make another purchase until this time next year, at this rate. HotR does nothing for me, and I can't see anything in this lot taking my fancy either, even from an upgrade card standpoint.

The ARC is a cool ship and has me excited. I love bulky small ships like the Y-Wing, B-Wing, and K-Wing, and the combination of Astromech and Crew slots opens up a lot of combinations. Norra Wexley has an interesting ability that's not actually too difficult to take full advantage of, though Shara Bey's ability seems just as unfortunately awkward as Esege Tuketu's.

Even though it's a long shot, I hope they all have EPTs. After every Jumpmaster, including the freaking generic Contracted Scout, had an EPT, it's not too much of a stretch.

Edited by WingedSpider

Actually, come to think of it, I don't have all that much desire for anything upcoming but the /sf, and even then, it'll depend on what the preview shows us. It may end up being a damp squib. I could quite happily pick up Imp Vets at the end of the month and not make another purchase until this time next year, at this rate. HotR does nothing for me, and I can't see anything in this lot taking my fancy either, even from an upgrade card standpoint.

I'm kinda hoping I get to sell the model to a movie fan, and just run the one ship with either cardboard.

I've never had much stomach for dual falcon lists.

I've mulled it over, seen the ships upclose in person, umm'ed and ahh'ed about it...

...and I think this is the first wave for me where absolutely nothing is an immediate must buy.

I'm not taken with the designs from Rebels - to me, they look and feel a bit, well, cartoony next to the other ships n the game. I never picked up the Ghost for a number of reasons, and I feel the same way about the Shadow Caster. It doesn't do much for me from a looks standpoint, and I'm not seeing much to write home about from the cards in the pack either.

As a predominantly Scum player, the Fang Fighter has a little bit more appealing given it's potential to be a Scum ace arc dodger, but the expansion seems to totally lack any kind of multifunctionality - just two upgrade cards, and one of them is a title? On the face of it, the expansion doesn't have much to offer.

TIE/sf. Almost aesthetically identical to the TIE/fo. FFG even somewhat apologetically admitted as much in the preview article:

"Although it looks almost identical to the TIE/fo fighter, the Special Forces TIE is an entirely different vessel..."

...but it looks almost identical. I rarely play Imperials as it is, I'm not sure I want or need another identikit TIE fighter.

So that leaves the ARC-170. A prequel ship. THE PREQUELS! AAAAAAAAAAAHHHHHHHHHHwait...

...it actually looks really good. Weathered, beaten, like a relic from an earlier age. It wouldn't look out of place alongside the other Rebel ships. And look at the upgrade cards! Two copies of Vector Thrusters - which appears to be a Barrel Roll mod - and two copies of R3 Astromech, which might be a nice upgrade for T-65's, Y-Wings and (say it quietly) E-Wings if it's "Once per ?" ability pans out.

So yeah; out of the entire wave, one ship. One ship which has no generic pilots, but a good look to it some interesting sounding upgrades. That's the least enthused I've been for a Wave so far.

Don't get too excited about multiple copies of cards in the preview images. The Mist Hunter should have came with 2 Tractor Beams, but FFG changed the preview image well after the wave was released which was pretty annoying.

To be fair, while it 'should' have had twin tractor beams, it's unusual for them to release duplicates of a card the ship itself cannot use in multiples.

Or to put another way: You'd have bought two Mist Hunters, had 4 Tractor Beams... and been allowed to fly precisely one of them. I can get why they thought that looked & felt a little weird; with Tractor Beams coming in future expansions I guess they figured Electronic Baffle would be the card that got left in a single expac, so hand out extras.

That, and baffle has a lot of great uses and is only available in one pack. Tractor Beam is likely a one-per-list card at most and it is available in multiple packs.

I will say that I am sad that the TIE/sf doesn't get a crew slot. I has proposed an idea long ago that was similar to the title but as a crew. The reason i was a proponent of the crew slot was it added a degree of versatility to the ship, a different crew upgrade could change what the ship effectively did. Much like the TIE phantom with its crew slot, a two person fighter can have a crew be more than just a gunner or operatator, if we applied the same logic concerning the gunner from a y-wing and TIE/sf to the phantom, then that ship shouldn't get crew either, as the slot represents the second person in the fighter, whos duties are integral to the standard operation of the craft.

That being said, I get WHY they didn't do it. There would be too many upgrades on this small ship, and would make for very expensive small based ship fully kitted out with the crew slot. The title wi provide lots of fun options, and barring a craptacular dial, this is sure to favourite ship to fly. My true disappointment is no mag-pulse weapon, which was mentioned in the film, or any other ordnance coming with the TIE/sf.

I believe the Sensor Cluster will be spend a target lock. Coupled with a fire control system, this would make the TIE/sf more durable.

Fully agree on the Collision Detector.

As for the Se.., To.. I believe that will be Seismic Torpedo.

As for the Se.., To.. I believe that will be Seismic Torpedo.

Yup-yup.

Auxiliary Arcs are how I've been playing this game for the past two waves. Scum Boba is my stand-by and I love the ability to cut in the opposite direction of an enemy and catch them in the Aux arc as I fly by, or to run and make them follow, trading range 2-3 shots as I control the direction of the fight and my enemy struggles to catch up.

Aux Arc add so much to a ship and I can only imagine what I'll be able to do with the ARC and Tie/SF respectively.
The ARC excites me because it's ability to be a stress machine as well as it's ability to tank a lot of damage. The tank load out actually gives me feelings of the Firespray, something big and imposing, dancing away from shots be able to take a few incase you mess up. A real horse-fly in your list that the enemy can't help but swat at.

the Tie SF is more fragile than the Firespray and I'll be flying it completely with the idea to dodge arcs and hit and not get hit. This will require another ship to take the heat for it (Defender possibly) but protecting it doesn't seem like it'll be wasted, because it can really dish out the hate if you give it Accuracy corrector and focus in on it's double arc.

I'm pretty excited for this Wave. I think it will be pretty cool. It looks like jousting will actually be a thing again. It won't just be Ace Wing and dodging arcs. I'm tired that it seems all ships have to have Boost and Barrel Roll, EPT for PTL, and a lot of green on their dials.

To me Wave 5 was the worst. Two big, turreted ships. *yawn*. I've used my YT-2400 twice and it's sat in the case collecting dust. I've used the VT-49 a few more times, but less than 10 games. That's one wave I could've done without.

I think I might have used my K-wing once? Maybe?

Personally, I like all the ships in this wave. I will be buying one of each. I think the Fang Fighter will bring a lot to Scum. I also think there will be a number of upgrades in this wave to boost older ships. That one Mod that gives Barrel Roll? It will be great on a number of ships, including the Kihraxz Fighter. That Scum Only EPT can also help it.

I like the 0 cost titles, it seems like exactly the kind of thing that should be included in say... the Assault Gunboat!? In order to make it unique. Same with the Missile Boat and Tie Avenger. Titles let you really make them distinct.

I also like that the ARC is all unique pilot cards, it makes it clear these are salvaged leftovers and you just can't get them anymore.

I like the 0 cost titles, it seems like exactly the kind of thing that should be included in say... the Assault Gunboat!? In order to make it unique. Same with the Missile Boat and Tie Avenger. Titles let you really make them distinct.

I also like that the ARC is all unique pilot cards, it makes it clear these are salvaged leftovers and you just can't get them anymore.

Agreed; it helps emphasise that these are not your average crews.

That said, I fully look forward to helping price the generic once we know how these ships are getting priced. ;)

hopeful in the sense that this is easily the most awesome looking wave since 7

Didn't think anyone could challenge the glory that is the illustriously silly K-wing, but then along came the ARC :D

speaking competitively, not celebrating until I see the purported Jm5k hard counter. While they're around, it's nearly impossible to do well with low agility ships such as the ARC and by god I want to fly that beauty

it's going to have game against aces by virtue of r3-a2 and bb-8 sabine, but even if it doesn't there's always conners to keep em covered

curious about the Tie/sf (worried it'll be overpriced for having an unimpressive 2-dice aux arc) but Quickdraw seems good to go. Shove him in a list to enable some very easy slayings of scouts before they get to shoot (rage baffle; attack twice before a scout fires adding 6/8 dice depending on the range with re-rolls + 1 focus) AND anti-ace shooting shenanigans

he's squishy as a soap-bubble, but he actually seems worth it

Shadowcaster is troll and Ketsu's ability is devilishly slick with the amount of shenanigans it can pull. Doesn't have to target a ship you can fire at (i.e, can target a ship you're touching); doesn't have to target an enemy ship. Sabine, while more boring, seems very solid at 42 for Dengar and double stims.

Edited by ficklegreendice