SF Fighter preview

By Mu0n729, in X-Wing

It seems people are missing another important point. Quickdraw is a lady. :D "... She knows that maneuvering her TIE fighter into the most effective firing position..."

Well, there goes my ability to imagine McCree from Overwatch flying that thing

Also, it's actually a secret code

Behold!

QuickDraw initials are QD

flip them around and go back one letter in the alphabet

You get DQ into CP

QUICKDRAW IS CAPTAIN PHASMA :o :O :o !!!!!!!

(Obviously changed her name after what happened in ep 7 :P )

It seems people are missing another important point. Quickdraw is a lady. :D "... She knows that maneuvering her TIE fighter into the most effective firing position..."

I wonder if for the FFG made names the preview writers just flip a coin to pick pronouns, that would be kind of funny.

The real question is, did she actually get that name by drawing a pistol in her cockpit? Shooting her own ship, causing shield damage and began forming a quick reaction to that?

It seems people are missing another important point. Quickdraw is a lady. :D "... She knows that maneuvering her TIE fighter into the most effective firing position..."

Not surprised honestly. Imperials have a lot of female pilots for some reason.

Probably because it's really easy to retcon their existence when everyone is wearing a helmet that completely covers their faces. You can only easily turn Rebel pilots that weren't shown on screen (Norra flew through the 2nd Death Star with Lando instead of Horton) but half the Imperial pilots shown could have been female.

I'm laughing at people who were expecting it to cost 21-22 for the generic.

It's still a better deal than the T-70 ps2, the b-wing, and the g1a. Not as good a deal as the x7 defender.

The article hints that flying through an asteroid negates your action. Is that right? I thought you only lost actions if you ended up overlapping the asteroid.

Debris Cloud†: After the “Check Pilot Stress” step, the ship receives one stress token.
If you're stressed no action

The check pilot stress step doesn't happen until the following turn though. The obstacle rules don't work if you aren't hitting them with a maneuver.

Nope I have to disagree with you.

Activation Phase

2.b. Check Pilot Stress

Insert Debris Cloud: After the “Check Pilot Stress” step, the ship receives one stress token.

3. Perform Action

• A stressed ship cannot execute red maneuvers or perform actions. If a stressed ship reveals a red maneuver, the opposing player chooses any non-red maneuver on that ship’s dial for that ship to execute.
If you maneuver through a Debris Cloud, while you do not receive any damage you are still stressed and lose your action.

When would you receive that stress token? The next "check pilot stress" step is not until the maneuver that ship executes the following round.

be pretty **** hard to have a better dial than a defender. Especially with mk2 on there.

THAT thing can really move.

And i was hoping for 22-23pt because then you can run 4 of them with AC's :D i gots me wish.

As for the stress thing, it is ambiguous. Both the obstacles refer to maneuvers, well boost/barrelroll/decloak are not maneuvers.

Edited by Vineheart01

That is actually a very good point when it comes to decloaking or barrel rolling through an asteroid or debris cloud. Before, it was simply impossible. Now that it is possible you have to wonder whether or not any action loss / stress will occur at all since you're not really executing a maneuver through the obstacles...

I'm laughing at people who were expecting it to cost 21-22 for the generic.

It's still a better deal than the T-70 ps2, the b-wing, and the g1a. Not as good a deal as the x7 defender.

And that there's the issue in the age of the defender why take a cog? Defenders k turn makes it rare not to get a shot it's got far superior defence.

So it can shoot for and aft but how often will you really catch the opponents ships, it won't be once a game it'll be once every few games at best.

But FFG,

Where is the crew slot???

(heck, it's bizarre they did include two copies of the 'sensor cluster' upgrade, given there are something like three times as many ships with system slots vs tech slots...)

****, that is weird. First small small expansion to have dupes of a card that the ship can't use both of itself?

Probably because they know everyone has a ton of TIE/fos due to Juke. Need cards for those tie/fos!

But FFG,

Where is the crew slot???

Wait, the ship in the movie had a crew slot?

I'm laughing at people who were expecting it to cost 21-22 for the generic.

It's still a better deal than the T-70 ps2, the b-wing, and the g1a. Not as good a deal as the x7 defender.

And that there's the issue in the age of the defender why take a cog? Defenders k turn makes it rare not to get a shot it's got far superior defence.

So it can shoot for and aft but how often will you really catch the opponents ships, it won't be once a game it'll be once every few games at best.

QuickDraw is cheaperor equivalent in cost to an x7 no ept glaive/ryand

But she's at ps 9 and outputs a **** load of damage while they're low PS and far more tank

Generic cogs? **** if I know. Guess you gotta love aux arcs over white 4ks

Ship looks pretty solid. The dial is begging for Mk II engines with all of those white banks.

Collision Detectors are the Adaptability of the System slot. If you're not using it for anything else, then you may as well run that.

Not getting the hate on the ARC compared to this, though. The ARC can use Rebel crew paired with Astromechs. That's more than enough to guarantee it a spot at the table.

The article hints that flying through an asteroid negates your action. Is that right? I thought you only lost actions if you ended up overlapping the asteroid.

Debris Cloud†: After the “Check Pilot Stress” step, the ship receives one stress token.

If you're stressed no action

The check pilot stress step doesn't happen until the following turn though. The obstacle rules don't work if you aren't hitting them with a maneuver.

Nope I have to disagree with you.

Activation Phase

2.b. Check Pilot Stress

Insert Debris Cloud: After the “Check Pilot Stress” step, the ship receives one stress token.

3. Perform Action

• A stressed ship cannot execute red maneuvers or perform actions. If a stressed ship reveals a red maneuver, the opposing player chooses any non-red maneuver on that ship’s dial for that ship to execute.

If you maneuver through a Debris Cloud, while you do not receive any damage you are still stressed and lose your action.

When would you receive that stress token? The next "check pilot stress" step is not until the maneuver that ship executes the following round.

You're lost me. Why would the next maneuver get the stress?

Activatation Phase

1. Reveal Dial : Reveal the ship’s dial and take the maneuver template that matches the chosen maneuver.

2. Execute Maneuver: Resolve the following substeps in order:

a. Move Ship

b. Check Pilot Stress: If the maneuver is red, assign one stress token to the ship; if the maneuver is green, remove one stress token from the ship.

Debris Cloud : After the “Check Pilot Stress” step, the ship receives one stress token.

c. Clean Up

3. Perform Action: The ship may perform one action.

You Execute your maneuver before you Perform and action. If you maneuvered through a Debris Cloud then you have a stress after check stress which is before Perform Action.

I don't understand what the next turn has to do with is.

Move then debris then check stress then add stress then if you have stress no action.

Edited by Ken at Sunrise

(heck, it's bizarre they did include two copies of the 'sensor cluster' upgrade, given there are something like three times as many ships with system slots vs tech slots...)

****, that is weird. First small small expansion to have dupes of a card that the ship can't use both of itself?

It's not the first. The ARC-170 had a pair of R3s and the Starviper had a pair of Autothrusters. I'm sure that there are others but those are the two that come to mind.

I'm laughing at people who were expecting it to cost 21-22 for the generic.

It's still a better deal than the T-70 ps2, the b-wing, and the g1a. Not as good a deal as the x7 defender.

And that there's the issue in the age of the defender why take a cog? Defenders k turn makes it rare not to get a shot it's got far superior defence.

So it can shoot for and aft but how often will you really catch the opponents ships, it won't be once a game it'll be once every few games at best.

QuickDraw is cheaperor equivalent in cost to an x7 no ept glaive/ryand

But she's at ps 9 and outputs a **** load of damage while they're low PS and far more tank

Generic cogs? **** if I know. Guess you gotta love aux arcs over white 4ks

She can dish it but she can't take it, same defence as a t-70 and I've killed plenty of those in one round.

Cog simply doesn't have the survivability of other options which is why it'll get sidelined, it's one hope was that the tech made up for losing the agility and it doesn't.

Fel and inquisitor won't get bumped out of rotation for this.

Ship looks pretty solid. The dial is begging for Mk II engines with all of those white banks.

Collision Detectors are the Adaptability of the System slot. If you're not using it for anything else, then you may as well run that.

Not getting the hate on the ARC compared to this, though. The ARC can use Rebel crew paired with Astromechs. That's more than enough to guarantee it a spot at the table.

I'll put up a thread in about two hours to go into more detail

But basically, it's this

QuickDraw (no one else) can counter both legs of the current meta. ARCs are cool but they don't have **** on torpscouts. R3a2 will hand an aces ass right back to him; not a scouts

And people think SFT is LEAGUES better than it actually is. Seriously given how likely you are to get two targets in two separate arcs, the crappy double tap might as well not exist

(heck, it's bizarre they did include two copies of the 'sensor cluster' upgrade, given there are something like three times as many ships with system slots vs tech slots...)

****, that is weird. First small small expansion to have dupes of a card that the ship can't use both of itself?

It's not the first. The ARC-170 had a pair of R3s and the Starviper had a pair of Autothrusters. I'm sure that there are others but those are the two that come to mind.

Mist Hunter also had a pair of 'Adaptability' EPTs (hey, a 0-point upgrade that is not unique, and they ship two of them! What a novel idea! ) as well as a pair of 'Baffles' (another upgrade you'd find use for more than one of - 1 pts and also not unique).

It's actually been more common than not, making this one on the TIE/sf more of the odd man out.

The article hints that flying through an asteroid negates your action. Is that right? I thought you only lost actions if you ended up overlapping the asteroid.

Debris Cloud†: After the “Check Pilot Stress” step, the ship receives one stress token.

If you're stressed no action

The check pilot stress step doesn't happen until the following turn though. The obstacle rules don't work if you aren't hitting them with a maneuver.

Nope I have to disagree with you.

Activation Phase

2.b. Check Pilot Stress

Insert Debris Cloud: After the “Check Pilot Stress” step, the ship receives one stress token.

3. Perform Action

• A stressed ship cannot execute red maneuvers or perform actions. If a stressed ship reveals a red maneuver, the opposing player chooses any non-red maneuver on that ship’s dial for that ship to execute.

If you maneuver through a Debris Cloud, while you do not receive any damage you are still stressed and lose your action.

When would you receive that stress token? The next "check pilot stress" step is not until the maneuver that ship executes the following round.

You're lost me. Why would the next maneuver get the stress?

Activatation Phase

1. Reveal Dial : Reveal the ship’s dial and take the maneuver template that matches the chosen maneuver.

2. Execute Maneuver: Resolve the following substeps in order:

a. Move Ship

b. Check Pilot Stress: If the maneuver is red, assign one stress token to the ship; if the maneuver is green, remove one stress token from the ship.

Debris Cloud : After the “Check Pilot Stress” step, the ship receives one stress token.

c. Clean Up

3. Perform Action: The ship may perform one action.

You Execute your maneuver before you Perform and action. If you maneuvered through a Debris Cloud then you have a stress after check stress which is before Perform Action.

I don't understand what the next turn has to do with is.

Move then debris then check stress then add stress then if you have stress no action.

You aren't hitting it with a maneuver. If you are hitting it with a boost or barrel-roll you are already at "3. Perform Action" for this activation (assuming there is no ability at play that grants and early action). Hitting it with a decloak is an entirely different set of headaches.

Trying to apply the rules as written to a ship with Collision Detectors could come up with a number of interpretations, one of which is that there is no effect from boosting or barrel-rolling into debris. You'd ignore any crits from rolling for damage after the perform action step completes and since you've already passed the point where stress is assigned, you don't assign one (the Conner Net FAQ entry kind of sets a precedent that an effect that affects a step that has already passed isn't carried over to the next round).

This has been an issue since tractor tokens were spoiled. The FAQ instructs us to apply obstacle effects but the rules for applying effects don't really work if you aren't performing a maneuver.

Edited by WWHSD

****, that is weird. First small small expansion to have dupes of a card that the ship can't use both of itself?

It's not the first. The ARC-170 had a pair of R3s and the Starviper had a pair of Autothrusters. I'm sure that there are others but those are the two that come to mind.

Small small expansions.

The K-Wing had 2 TLTs, the Punisher had 2 TIE Mk. 2s. The Starviper and ARC-170 are both large small expansions too.

The article hints that flying through an asteroid negates your action. Is that right? I thought you only lost actions if you ended up overlapping the asteroid.

Debris Cloud†: After the “Check Pilot Stress” step, the ship receives one stress token.

If you're stressed no action

The check pilot stress step doesn't happen until the following turn though. The obstacle rules don't work if you aren't hitting them with a maneuver.

Nope I have to disagree with you.

Activation Phase

2.b. Check Pilot Stress

Insert Debris Cloud: After the “Check Pilot Stress” step, the ship receives one stress token.

3. Perform Action

• A stressed ship cannot execute red maneuvers or perform actions. If a stressed ship reveals a red maneuver, the opposing player chooses any non-red maneuver on that ship’s dial for that ship to execute.

If you maneuver through a Debris Cloud, while you do not receive any damage you are still stressed and lose your action.

When would you receive that stress token? The next "check pilot stress" step is not until the maneuver that ship executes the following round.

You're lost me. Why would the next maneuver get the stress?

Activatation Phase

1. Reveal Dial : Reveal the ship’s dial and take the maneuver template that matches the chosen maneuver.

2. Execute Maneuver: Resolve the following substeps in order:

a. Move Ship

b. Check Pilot Stress: If the maneuver is red, assign one stress token to the ship; if the maneuver is green, remove one stress token from the ship.

Debris Cloud : After the “Check Pilot Stress” step, the ship receives one stress token.

c. Clean Up

3. Perform Action: The ship may perform one action.

You Execute your maneuver before you Perform and action. If you maneuvered through a Debris Cloud then you have a stress after check stress which is before Perform Action.

I don't understand what the next turn has to do with is.

Move then debris then check stress then add stress then if you have stress no action.

You aren't hitting it with a maneuver. If you are hitting it with a boost, barrel-roll you are already at "3. Perform Action" for this activation. Hitting it with a decloak is an entirely different set of headaches.

Trying to apply the rules as written to a ship with Collision Detection could come up with a number of interpretations, one of which is that there is no effect from boosting or barrel-rolling into debris. You'd ignore any crits from rolling for damage after the perform action step completes and since you've already passed the point where stress is assigned, you don't assign one.

Ah ha! There is our confusion.

Though you are, to the best of my knowledge, correct about those actions not being part of maneuvers that isn't what I was talking about.

Actually I never mentioned anything about Boost, Barrel-Role or DeCloak and your replies are regarding those. Oops.

I was specifically answering Talonbane Cobra's question about regular maneuvers . Even though he asked about asteroids I responded referring to Debris since that is the obstacle that gives stress and hitting them during regular maneuvers.

Edited by Ken at Sunrise

Wow, I was really excited for the TIE/sf, but this preview took a lot of the wind out of my sails. The pilots are only okayish, the tech is mediocre, the statline is disappointing, and the dial is terrible. The only interesting thing in the pack is the systems upgrade.

What is everybody seeing in this thing that has them anything but disappointed?

I'm having a hard time thinking of a ship with a better, more fun set of pilot abilities in its base expansion. The TAP, maybe?

Ship looks pretty solid. The dial is begging for Mk II engines with all of those white banks.

Collision Detectors are the Adaptability of the System slot. If you're not using it for anything else, then you may as well run that.

Not getting the hate on the ARC compared to this, though. The ARC can use Rebel crew paired with Astromechs. That's more than enough to guarantee it a spot at the table.

The ARC'S upgrades are mostly duds (R3) or meh (Vectored Thrusters is awesome for Hot AC, but too expensive to help generic pilots do what they need to), and the pilot's abilities require you to use multiple ships together in order to get them almost to the efficiency of just taking a few efficient ships by themselves.