Can you use it to exhaust a card that does not normally exhaust?
The interdictor
Not sure how I feel about the MS-1. Sure it's good against a lot of the new stuff, but how many exhaust cards do you really see on the table currently? Engine Techs and... Not much else.
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ECM? The ISD is going to love this.
Meh, the timing works against this. You cannot exhaust the ECM before it is used.
Token CR90B in a Rieekan MC30/H9 list is gonna have a field day with it. This will be like the OP Raider/Avenger combo for those guys.
Can you use it to exhaust a card that does not normally exhaust?
You could, but it wouldn't do anything. Think this already came up in the wild-ass predictions thread.
Marvelous
Simply marvelous
Cool looking ship with tricks to match
I think I'll be getting more than one of these
Shout out to FFG Josh stalking around in here.
Obligatory "hi FFGJosh!"
Edit: weirdest. Ninja. Ever.
Edited by ArdaedhelNot sure how I feel about the MS-1. Sure it's good against a lot of the new stuff, but how many exhaust cards do you really see on the table currently? Engine Techs and... Not much else.
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I think u can exhaust anything though, so even if a card doesn't normally exhaust it could be rendered useless though this effect?
Like, if I exhausted, say, your APT's? Or TRC's?
Or Slicer Tools?
Can you use it to exhaust a card that does not normally exhaust?
You could, but it wouldn't do anything. Think this already came up in the wild-ass predictions thread.
Why not? Is that a decleration that comes from FFG somewhere or speculation? If speculation, it couldnt be based on precedent, so is there something I missed in the Rules Ref?
Not sure how I feel about the MS-1. Sure it's good against a lot of the new stuff, but how many exhaust cards do you really see on the table currently? Engine Techs and... Not much else.
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I think u can exhaust anything though, so even if a card doesn't normally exhaust it could be rendered useless though this effect?
Like, if I exhausted, say, your APT's? Or TRC's?
Or Slicer Tools?
ST is an exhaust, so it'll work on those.
Thing is, "exhausted" as such doesn't deactivate the card. You can only do it once, though (can't exhaust an exhausted card), which is why it works as a mechanic to limit a card's uses. Every exhaust card uses the act of exhausting it as a trigger for the card's ability. The only thing that the exhausted state does is prevent you from activating that trigger--the ability is still there, you just can't enact the trigger to make it happen.
Not sure how I feel about the MS-1. Sure it's good against a lot of the new stuff, but how many exhaust cards do you really see on the table currently? Engine Techs and... Not much else.
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Edit: Late to the party! I will just +1 the other fine folk that already mentioned ECM
Edited by CaldiasADMIRAL KONSTANTINE?! I DON'T KNOW WHO THAT IS BUT I LIKE HIM!
He's from Rebels.
A couple of the other new guys are from the show too:
Edited by RogueLieutenant
I enjoyed it more when I thought the combat Refit had Turbo lasers over Ion Cannon.
Just a basic Combat refit with Targeting Scrambler is interesting. Its funny that it is a great defense against the Demolisher.
Hmm. Demolishers are gonna get much slower now.
So far I like this preview! Sounds like its gonna make a fun game with wave3 together!
(Hoping the Forward arc Liberty is gonna be awesome.)
I started another lightning rod thread over in the rules forum for MS-1/exhaustion discussion to avoid sidetracking this one.
Feel free to discuss over there if you disagree with me.
https://community.fantasyflightgames.com/topic/223672-what-exhaustion-means-for-cards/?p=2285547
has anyone else noted that if you use the admiral's trick first (witch I think you have to) you can drop the speed to 0 in their example:
or am I missing something? I see this as the start of a turn with the AFII going speed 3 in this place some how without the speeds effects of the tractor beams already dropping it down.(unless it moved there at speed 4 and the admiral dropped it to 3 in the status phase)
Edited by ouzelhas anyone else noted that if you use the admiral's trick first you can drop the speed to 0 in their example:
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or am I missing something?
Only the G-8 would let you drop it to 0, and it's only temporary.
The other two are capped at slowing to 1.
I suppose that makes sense.
RE: The ion cannon thing
Edited by MadaghmireYou can drop it to speed 0 in their example, the timing is wrong. Just trigger the Q7s and Admiral Konstantine first and then the G8s when the Assault Frigate activates and you're good as gold.
You can drop it to speed 0 in their example, the timing is wrong. Just trigger the Q7s and Admiral Konstantine first and then the G8s when the Assault Frigate activates and you're good as gold.
Agreed.
Just to reiterate, though, the G-8 is temporary, meaning you don't lose defense tokens for it. Which, in my mind, is a very significant distinction.
These upgrades go a long way to slowing down a speedy Rebel Fleet.
I really like the Flight Coordination Team also, could be real useful for some B-Wings.
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This is actually a great counter to Rogue. It gives you a cheap opportunity to move your non-Rogues into position to be active in the squadron phase without needing the right command. Tie those Rogues up and take away a big advantage.
It's also a **** good backup plan against slicer tools hitting your carrier. You can still shift those squadrons into position to attack later.
You can drop it to speed 0 in their example, the timing is wrong. Just trigger the Q7s and Admiral Konstantine first and then the G8s when the Assault Frigate activates and you're good as gold.
Except that's over two turns, since Konstantine activates in the Status Phase.
You can drop it to speed 0 in their example, the timing is wrong. Just trigger the Q7s and Admiral Konstantine first and then the G8s when the Assault Frigate activates and you're good as gold.
Except that's over two turns, since Konstantine activates in the Status Phase.
- Konstantine triggers in the status phase
- Q7s trigger on Imperial ship activation
- G8s trigger on Assault Frigate activation
Speed 0.
**** I'm so late to the party
Btw anyone else really wish the interdictor had a turbolaser slot?
These upgrades go a long way to slowing down a speedy Rebel Fleet.
I really like the Flight Coordination Team also, could be real useful for some B-Wings.
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This is actually a great counter to Rogue. It gives you a cheap opportunity to move your non-Rogues into position to be active in the squadron phase without needing the right command. Tie those Rogues up and take away a big advantage.
It's also a **** good backup plan against slicer tools hitting your carrier. You can still shift those squadrons into position to attack later.
Pair it with a Flight Commander and it may end up being a new default loadout for Yavaris.