ARC-170 preview article is up

By Danthrax, in X-Wing

R3 has the potential to be great when using a TLT against any low agility ship.

would be hilarious if R3 didnt have the once per round thing and the FAQ didnt prevent multiple evades in one attack.

Say the ARC somehow rolls 4 focus results. Keep it, R3 them all, suddenly that ship is untouchable lol. Gunner for round2 rofl.

The really interesting thing is R3 Astro combos with the Tech slot upgrades fairly well. As WWHSD mentioned earlier, if you have no focus to spend, there is no harm in picking up a free "evade-shield" with Comm relay.

But perhaps the more interesting combo is with Weapons Guidance. Someone correct me if I'm wrong, and I may be, but if I understand correctly, you should be able to cancel a focus with R3 Astro to gain an evade, and then use Weapons Guidance to change the blank to a hit.

I'm starting to think that might not work after typing it out, so give me a heads up on how it doesn't work if you can help me out. If not, R3 Astro seems to be a fit for the T-70 with those nifty combos.

Doesn't work because the dice is canceled, not changed to a blank. :(

Edited by Kdubb

R3 has the potential to be great when using a TLT against any low agility ship.

Primary Weapon ???

Is R3 on Biggs totally bad? Save his focus for defense and turn your focus result on attack into an evade token. They have to shoot you, so as long as they have PS 4 and below, the evade will work (Crack Blacks, Contracted Scouts, etc.). Then you still get your astromech for Integrated.

But perhaps the more interesting combo is with Weapons Guidance. Someone correct me if I'm wrong, and I may be, but if I understand correctly, you should be able to cancel a focus with R3 Astro to gain an evade, and then use Weapons Guidance to change the blank to a hit.

Cancelling a result won't turn it into a blank result.

would be hilarious if R3 didnt have the once per round thing and the FAQ didnt prevent multiple evades in one attack.

Say the ARC somehow rolls 4 focus results. Keep it, R3 them all, suddenly that ship is untouchable lol. Gunner for round2 rofl.

Actually it wouldn't be untouchable per the new FAQ, which means you can only spend one evade per shot.

Cancelling a result removes the dice from the pool entirely. There is no magical additions in this game, when anything tells you to add a result you technically are suppose to put an extra die next to the rest with that result. Just like when you cancel one, you take it out of the pool.

would be hilarious if R3 didnt have the once per round thing and the FAQ didnt prevent multiple evades in one attack.

Say the ARC somehow rolls 4 focus results. Keep it, R3 them all, suddenly that ship is untouchable lol. Gunner for round2 rofl.

Actually it wouldn't be untouchable per the new FAQ, which means you can only spend one evade per shot.

i literally just said that in the post you quoted...

Edited by Vineheart01

But perhaps the more interesting combo is with Weapons Guidance. Someone correct me if I'm wrong, and I may be, but if I understand correctly, you should be able to cancel a focus with R3 Astro to gain an evade, and then use Weapons Guidance to change the blank to a hit.

Cancelling a result won't turn it into a blank result.

Right. There it is. Thanks. Unfortunate.

R3 has the potential to be great when using a TLT against any low agility ship.

This was my initial thought as well. It will be rare you don't have an extra eyeball when firing a TLT. Only problem is that there's no astromech slot on the K-wing, where is would make Miranda amazingly survivable, and it's pretty useless on low PS Y-wings since you'll never get to use the evade.

Maybe VCX to give it a little more staying power...?

Edit: Nevermind, primary weapon only

Edited by Makaze

I got it! If you want to sink points into a ship (which you obviously don't), R3 with Gunner! Cancel the focus in your first attack and then fire a second attack with all your dice. Add Juke, maybe? Too many points, but it's a combo at least.

Edited by Budgernaut

Hmm... no Tail Gunner on the Ghost. I wonder if they knew this was coming...

R3 only works on main gun. TLT wouldnt trigger it, but a high dice main gun most likely would.

Wonder if you can spend a focus and elect to not change one so you can cancel it for an evade. Thats my biggest issue i see with R3, if you roll many focus you are going to want to focus so you actually hit but then you wont get an evade.

@FFGjosh, who seems to be reading this and likely has no power to change anything in this expansion- I propose the final version of R3 Astromech change the focus result to a blank result instead of canceling it so my Weapons Guidance combo works on T70s.

Sincerly, a guy who would love your job.

Do you see how specifically pointed out that each pilot normally flies one of the core 4 ships. I am so right about this it hurts.

Oh baby. I'll have two of these, please.

YOU get a barrel roll. YOU get a barrel roll. EVERYONE GETS A BARREL ROLL!

Can't use push the limit to drop a bomb.

Oh well, they can still fix it by including experimental interface instead ;)

it's an FFG tradition to not know how their bomb mechanics work, and then include some cool illustration of how the game does not work, in an effort to sell ships that don't work as advertised.

Cluster Mines

Proximity Mines

Conner Nets

How could you not drop those with PtL?

Because while the dropping the bomb or the free barrel roll action from BB-8 will trigger PTL, the action PTL allows you to take must be in your action bar.

since BB-8 only allows you to take a barrel roll action, PTL will not let you drop the "action" bomb.

Ah, article specific.

not at all. You can never drop an action bomb with PTL. You can drop it with your normal action and then PTL to something on your action bar, but not the other way around.

The bomb example would work with a reveal droped bomb. Reveal a green choose one of three locations to drop when you choose whether to barrel roll or not, do a green, clear stress and PTL.

Edited by buddyfett

Am i the only one who thinks these pilot abilities are pretty meh? Seriously all of them seem so situational.

Edited by Celes

Do you see how specifically pointed out that each pilot normally flies one of the core 4 ships. I am so right about this it hurts.

While I agree we will eventually see them in their original (?) ships, there is no way FFG passes up on a money making opportunity and puts those cards on the back of these ones. They will just release a pack a year or so down the road and say "Remember how we mentioned the ARC-170 pilots flew other ships canonically? Well here they all are for $59.99!"

And we will be happy. :)

Am i the only one who thinks these pilot abilities are pretty meh? Seriously all of them seem so situational.

Ya. There is very little in this pack which makes me believe Rebels are catching up to Imps and Scum. Heroes of the Resistance probably holds the key to them making the jump I bet.

They've changed the Bomb example ;) Now has EI

Edited by ianmiddy

Man that PS 3 just screams "GIVE ME R3-A2!"

Note that rng abilities can **** right off, but considering he's not a generic I'll just count my blessings

No ept on the lower two is just ******* tragic though. I wanted LR on my r3-a2 gunner :(

R3 astro is ASS btw

...unless you have gunner ;)

Edited by ficklegreendice

Really wish FFG would stop releasing named pilots with no EPT

@FFGjosh, who seems to be reading this and likely has no power to change anything in this expansion- I propose the final version of R3 Astromech change the focus result to a blank result instead of canceling it so my Weapons Guidance combo works on T70s.

Sincerly, a guy who would love your job.

Josh works in marketing dept not game design. :)