
hey guys,
this is just going to be a quick and dirty rundown of the newest in the rebel line-up of r2-d2 (and one r5p9) abusing bad-asses, Norra Wexley
Now, I don't want to suggest that this is the only way to run her (she seems perfectly able to be kit out as an effective offensive platform too) as much as look as what she brings to the table as part of this fairly recognizable rebel archetype
the general standard for this club seems to be two guaranteed damage canceled per turn (including the regenerated shield)
for example, (Poe's ability + thrusters) + r2-d2 = 2 guaranteed damage canceled per round
Corran's evade + r2-d2 = 2 guaranteed damage canceled per round
Miranda's ability + c3po = 2 guaranteed damaged canceled per round
disclaimer: fickle is not responsible for injuries sustained through things such as Plasmas, TLTs, Juke and Crackshot. "Guaranteed" is relative; you should know better ![]()
etc.
not counting the contribution of focused green dice (which...varies, shall we say?)
to further illustrate Norra's place among the hierarchy, here are the popular builds of her peers
[8] Miranda Doni @ 38 points
*Twin Laser Turrets
*C3po
- Ps 8 TLT + PWT at range 1
- TLT offensive power (no range 3 bonus for enemies; two rolls split the effectiveness of defense tokens and once-per-round abilities)
- SLAM for powerful defensive re-positioning (at the cost of a shot; allows "Arc-dodging" by slamming into base-2-base contact)
- bare minimum green dice defense
[10] Poe Dameron @ 37/38 points
*Veteran Instincts
*r5-p9 or r2-d2
*autothrusters
- PS 10
- one focus --> hit modification on a 3 dice primary, which in my experience varies wildly in effectiveness. Needs to set up target-locks late game to reliably hit through other hard to kill pilots
- consistent defense roll modification through ability + thrusters; really effective v a lot of nippy bastards
[8] Corran Horn @45/49 points
*Push the Limit
*Advanced Sensors
*r2-d2
*Engine upgrade if there's room
- never played him in this get-up; can't comment much
and then there's Norra
[7] Norra Wexely @39/41/43 points
*Push the Limit (3)
*C3po (3)
*R2-d2 (4)
*optional Vector Thrusters or engines (2/4)
so lets go down what she can do
1.) Pilot Skill
first and foremost, the most immediate downside: PS [7]
the lowest pilot skill of all the re-generators and a crucial downgrade given the popularity of the Inquisitor, this isn't a con that can be easily overlooked. So, I'm making mention of it here.
Sadly, there's no way to build around this while maintaining a self-sufficient regenerator build. You can build her with r3-a2 and KK (grab target-locks with normal action to trigger ability) and then VI her up to 9, but now she's not regenerating anything.
2.) Offense
Norra's ability makes damage calculation for someone not so mathematically inclined, such as myself, an absolute nightmare. So, let's just say she has at least (or better than) fully modified 3-dice primary out the front and a weird 3-dice primary out the back (her ability + Alliance Overhaul = free crit!)
The ARC-170 has a pretty nice set of guns, to say the least. Not sure if it beats out Miranda's TLT or how it matches with Corran's double-taps, but it easily leaves Poe's crapshots in the dust when it offense to reliable offensive potential round after round
It also bears noting that the ARC-170 has a set of guns, meaning two arcs. This is the most coverage you'll get out of any rebel regenerator not named Miranda, and that gives you a surprising amount of freedom despite being limited to greens for r2-d2
3.) Defense
Norra's two guaranteed damage cancels come from the plucky pair of c3po and r2-d2
a small point on r2-d2 in that the ARC has a promised 6 green maneuvers at speed 1-2 (no more outside of that). If our assumptions of straights and banks are correct, then Norra actually matches Corran's range of greens to an extent (loses the 3-foward, but gains the 1-banks). Combined with the auxiliary arc, and you have a surprisingly flexible ship on your hands (not as flexible as r5-p9 Poe or TLT Miranda, but still flexible)
but wait, there's more ![]()
If you're completely willing to forgo your offensive modification, Norra's ability + PTL will land you a total 3 guaranteed damage canceled per turn
that's...kind of ridiculous
so, let's say you're fighting Palp Aces (a rare breed of barely seen squad, to be sure) and it comes down to a late game of you versus Soontir. Lets say the forum's overblown image of him is actually correct, and he is impossible to ever get in either arc
well, it's also impossible for him to kill you outside of range 1. Seriously, his 3 hit results are going to bounce off of Norra's ability + c3po + r2-d2 regeneration (assuming you don't roll a focus on your green die, in which case you don't even need r2-d2!)
you're worth more than he is and you're never giving up half points
just let that sink in for a second.
4.) Manueverability
and we're back to cons.
Norra's lack of maneuverability is of course tied to her lower PS, but it's also a product of her ability requiring both focus and TL. This means that devoting an action to either VT roll or EU boost is going to turn off your ability for the turn (provided you didn't have a lock from last round, ofc)
PTL also bites back in that Norra is the only popular regenerator that ends her activation stressed. Corran's PTL stress gets shed by sensors, and no one else relies on the ept to enable their abilities (poor Miranda doesn't have an ept at all
)
Finally, even with engine upgrade, she's going to be the slowest regenerator of the lot. PTL stress + low speed greens also means that we're going to have to learn to abuse her auxilary arc to keep her safe while still contributing to battle
compare to Miranda SLAMs and Poe/Corran 3 forward + boost
TL;DR
compared to other rebel regenerators, Norra
+Hits pretty dang hard
+Has an auxiliary arc
+Can choose to tank up to 3 guaranteed damage a turn (admittedly, mileage may vary on usefulness depending on how good your green dice are on Poe/Corran)
-Has the lowest PS of the bunch; crucially below the Inquisitor
-When the tough needs to get going, she is the slowest of the bunch; no shenanigans (aside from blocking people; work those low speed greens + b-roll!)
To condense everything into a simple analogy, Norra is the tank of the line-up. She's a lumbering sledgehammer of a ship that relies on brute force and two arcs over high PS + shenanigans the likes of which Miranda and Corran love
Once you deliver her into the lategame, where she can just focus on eating 3 damage a turn without loss from a single enemy, her other drawbacks kind of melt away
For this reason, even more than usual, she'll probably need Biggs. Biggs guarantees a temporary position of safety where you can focus on applying Norra offensively and is probably your best bet for getting her into the late game. Plus, if stress control ever makes a comeback (looking at you, r3-a2 Braylen) there's no better way to soak it
anyway, that's regenerating ARC Angel Norra at a glance. Seems like she'll be fun
I won't promise any miracles against jumpmasters, but otherwise Norra is definitely a pilot I look forward to using ![]()