Cargo tokens seem insane

By PhantomFO, in X-Wing

Mentioned this in another thread, but I think it merits its own thread.

The rules for cargo tokens were also spoiled. When dropped on an enemy ship, they resolve immediately .

That seems like a disaster for Ace Wing pilots.

Was the token dropped in such a way that your template will overlap it when you activate? Take one stress now, and take another one when you leave.

Are you not an ace, but you had a red maneuver queued up and Hera isn't your co-pilot? Take a stress, and hope you have enough room to avoid flying off the edge next turn.

Are you the unlucky ace who took the Damaged Engine crit from the cargo token on a turn when you had a hard turn queued up? I have some bad news for you. You're flying off the map now.

On the bright side:

Are you Dash Rendar, and were stuck behind a YT-1300 with a Rigged Cargo hold who just got a free action from Cracken? YOU CAN'T IGNORE OBSTACLES IN THE COMBAT PHASE, PUNK.

Edited by PhantomFO

rock and roll!

it ain't technically a bomb, but by the force I will take it and call it a victory

game needs more awesome mechanics like this that are tied to your ability to position rather than ability to roll and mitigate dice

then again, that evil 1/8 may rear its ugly head :P

That seems like a disaster for Ace Wing pilots.

Only mildly inconvenient for Defenders, though. :D

rock and roll!

it ain't technically a bomb, but by the force I will take it and call it a victory

game needs more awesome mechanics like this that are tied to your ability to position rather than ability to roll and mitigate dice

then again, that evil 1/8 may rear its ugly head :P

You do realize that most of the ships that can equip this are PWTs, right?

Drop a cArgo on them, then slice them, then make them cry.

rock and roll!

it ain't technically a bomb, but by the force I will take it and call it a victory

game needs more awesome mechanics like this that are tied to your ability to position rather than ability to roll and mitigate dice

then again, that evil 1/8 may rear its ugly head :P

You do realize that most of the ships that can equip this are PWTs, right?

hmmm

Yt-1300, yt-2400, jm5k

Shadowcaster, firespray, aggressor

if by most you mean 50/50?

not to mention a yt without an EU is just a chunck of bloody meat in shark infested waters

yeah, I'm not expecting Smuggler's Compartment to have any kind of impact at all. It's not even a free illicit upgrade for removing the ship's ability to equip the best modification for it in the game

Edited by ficklegreendice

its a disaster for any ship. If that ship happens to be doing a red move, ooooops! hello board edge!

now that theres a way to guarantee that (assuming you can fly right) its going to happen a lot

rock and roll!

it ain't technically a bomb, but by the force I will take it and call it a victory

game needs more awesome mechanics like this that are tied to your ability to position rather than ability to roll and mitigate dice

then again, that evil 1/8 may rear its ugly head :P

You do realize that most of the ships that can equip this are PWTs, right?

hmmm

Yt-1300, yt-2400, jm5k

Shadowcaster, firespray, aggressor

if by most you mean 50/50?

not to mention a yt without an EU is just a chunck of bloody meat in shark infested waters

yeah, I'm not expecting Smuggler's Compartment to have any kind of impact at all. It's not even a free illicit upgrade for removing the ship's ability to equip the best modification for it in the game

Well, I'm putting the Shadow in the PWT camp. And you left out the YV-666, but that's still 4/7.

rock and roll!

it ain't technically a bomb, but by the force I will take it and call it a victory

game needs more awesome mechanics like this that are tied to your ability to position rather than ability to roll and mitigate dice

then again, that evil 1/8 may rear its ugly head :P

You do realize that most of the ships that can equip this are PWTs, right?

hmmm

Yt-1300, yt-2400, jm5k

Shadowcaster, firespray, aggressor

if by most you mean 50/50?

not to mention a yt without an EU is just a chunck of bloody meat in shark infested waters

yeah, I'm not expecting Smuggler's Compartment to have any kind of impact at all. It's not even a free illicit upgrade for removing the ship's ability to equip the best modification for it in the game

Well, I'm putting the Shadow in the PWT camp. And you left out the YV-666, but that's still 4/7.

why would you put the shadow in the PWT campy when it's pretty explicitly not a PWT

hell, even FFG knows that

"Insofar as it allows you to fire outside of your primary firing arc, the mobile firing arc functions much like a 360-degree turret. However, it requires that you spend an action to adjust its rotation, allowing for that slight chance you could fail to catch your target within the arc. And for these reasons, the main difference between the mobile firing arc and a 360-degree turret is that your mobile firing arc requires you to make decisions ."

- https://www.fantasyflightgames.com/en/news/2016/8/1/full-of-surprises/

Edited by ficklegreendice

which is why i like it.

Even the mod for a free spin has forethought. Good design to me. They could have EASILY worded it the same as the x7 title, but then it would remove almost all choice and planning and thats my biggest complaint about turrets - they require very very little forethought since they have no in-arc benefits or out-of-arc penalties unless facing autos. You can add it in there (tactician for instance) but wtf would you do that for lol.

i love it when something actually takes some skill to fly. The caster's high speed large base coupled with its arc predictions are going to make it really difficult to fly but very rewarding if you do it right.

Whenever i pull off a prediction just right i get that rush of "Ohh yeah that went flawlessly" in my head. Love that lol

don't forget the pilot abilities "mobile-arc only" restriction AND range restriction

and then there's Ketsu, who seems to actively disdain her ability to rotate her mobile arc at all :P

(of course, part of learning to play her will be knowing when you simply won't get your ability off and rotating your mobile arc then...provided it won't screw over your ability to bring her ability to bear when she laps the table but hey, more decisions to make!)

Edited by ficklegreendice

One question I have is that it takes an action to rotate your arc, so that means

1. If you are stressed, your ARC is locked

2. It seems like you will always be hurting for actions / poor action economy.

I want to like this ship, I like the look of it aesthetically, but I wonder why you would take it over a ship with a PWT. If someone would enlighten me, I'd appreciate it

why would you put the shadow in the PWT campy when it's pretty explicitly not a PWT

hell, even FFG knows that

"Insofar as it allows you to fire outside of your primary firing arc, the mobile firing arc functions much like a 360-degree turret. However, it requires that you spend an action to adjust its rotation, allowing for that slight chance you could fail to catch your target within the arc. And for these reasons, the main difference between the mobile firing arc and a 360-degree turret is that your mobile firing arc requires you to make decisions ."

- https://www.fantasyflightgames.com/en/news/2016/8/1/full-of-surprises/

Because, while it requires you to make decisions, the decisions are not generally that hard and the enemy ship probably won't be dodging you too often. Even the primary turrets in the game right now don't care that much that they can fire a full 360. They only care that they can fire at the angle in which the arc-dodger is trying to hide.

One question I have is that it takes an action to rotate your arc, so that means

1. If you are stressed, your ARC is locked

2. It seems like you will always be hurting for actions / poor action economy.

I want to like this ship, I like the look of it aesthetically, but I wonder why you would take it over a ship with a PWT. If someone would enlighten me, I'd appreciate it

The Gyro mod allows you to rotate your arc at the end of combat without using an action. If you can plan ahead, that will help your action economy. If not, PTL will still probably be a great value pick here. You can either rotate your turret and still get a focus action, or keep your turret as-is and get a focus/TL or barrel roll out of trouble.

Every Lancer also comes with an Unhinged Astromech hard-wired into the navigation system, so stress isn't that big of a deal.

One question I have is that it takes an action to rotate your arc, so that means

1. If you are stressed, your ARC is locked

2. It seems like you will always be hurting for actions / poor action economy.

I want to like this ship, I like the look of it aesthetically, but I wonder why you would take it over a ship with a PWT. If someone would enlighten me, I'd appreciate it

The Shadowcaster specific mod allows you to rotate it without spending using an action as long as you moved speed 3 or faster.

As for why you'd want it over a PWT, it's still a firing arc. Any abilities that require arc will trigger and autothrusters won't trigger (other than at range three).

One question I have is that it takes an action to rotate your arc, so that means

1. If you are stressed, your ARC is locked

2. It seems like you will always be hurting for actions / poor action economy.

I want to like this ship, I like the look of it aesthetically, but I wonder why you would take it over a ship with a PWT. If someone would enlighten me, I'd appreciate it

* Cheaper than a PWT with 3 red dice

* Autothrusters

Even the primary turrets in the game right now don't care that much that they can fire a full 360. They only care that they can fire at the angle in which they need to fire.

What?

Of course they don't care about all the angles they don't end up firing. No ships do? But they also don't need to predict or compensate in any way for the directions that their opponents might fly.

Compare these scenarios:

1) You're flying Han Solo or whatever PWT. The enemy flies in a direction you don't expect them to. You shrug, take your actions as normal and fire a modified shot at them and knock them out of the sky.

2) You're flying Ketsu Onyo. The enemy flies in a direction you don't expect them to. You rotate your firing arc, miss your usual actions and fire an unmodified shot that predictably does nothing.

I can't see this ruling lasting long given this allows very easy post-dial pre-activation stress. That, or they'll clarify that debris still triggers after Check Pilot Stress (so you can still red move but you'll be double or triple stressed).

Unless of course dialjacking is now a tactic and not a corner case rule to discourage dial mistakes.

One question I have is that it takes an action to rotate your arc, so that means

1. If you are stressed, your ARC is locked
2. It seems like you will always be hurting for actions / poor action economy.

I want to like this ship, I like the look of it aesthetically, but I wonder why you would take it over a ship with a PWT. If someone would enlighten me, I'd appreciate it

More fun.

Edited by Blue Five

Mentioned this in another thread, but I think it merits its own thread.

The rules for cargo tokens were also spoiled. When dropped on an enemy ship, they resolve immediately .

That seems like a disaster for Ace Wing pilots.

Was the token dropped in such a way that your template will overlap it when you activate? Take one stress now, and take another one when you leave.

Are you not an ace, but you had a red maneuver queued up and Hera isn't your co-pilot? Take a stress, and hope you have enough room to avoid flying off the edge next turn.

Are you the unlucky ace who took the Damaged Engine crit from the cargo token on a turn when you had a hard turn queued up? I have some bad news for you. You're flying off the map now.

On the bright side:

Are you Dash Rendar, and were stuck behind a YT-1300 with a Rigged Cargo hold who just got a free action from Cracken? YOU CAN'T IGNORE OBSTACLES IN THE COMBAT PHASE, PUNK.

Where are you getting that the effect resolves immediately? Is that in the article? The card simply says it remains in place and acts as a debris cloud, which I think would mean the ship it lands on would be able to perform its red maneuver and end up with two stress.

Mentioned this in another thread, but I think it merits its own thread.

The rules for cargo tokens were also spoiled. When dropped on an enemy ship, they resolve immediately .

That seems like a disaster for Ace Wing pilots.

Was the token dropped in such a way that your template will overlap it when you activate? Take one stress now, and take another one when you leave.

Are you not an ace, but you had a red maneuver queued up and Hera isn't your co-pilot? Take a stress, and hope you have enough room to avoid flying off the edge next turn.

Are you the unlucky ace who took the Damaged Engine crit from the cargo token on a turn when you had a hard turn queued up? I have some bad news for you. You're flying off the map now.

On the bright side:

Are you Dash Rendar, and were stuck behind a YT-1300 with a Rigged Cargo hold who just got a free action from Cracken? YOU CAN'T IGNORE OBSTACLES IN THE COMBAT PHASE, PUNK.

Where are you getting that the effect resolves immediately? Is that in the article? The card simply says it remains in place and acts as a debris cloud, which I think would mean the ship it lands on would be able to perform its red maneuver and end up with two stress.

https://community.fantasyflightgames.com/topic/226638-the-dials-are-in/#entry2342364

Second to last paragraph on the cargo token rules.

Mentioned this in another thread, but I think it merits its own thread.

The rules for cargo tokens were also spoiled. When dropped on an enemy ship, they resolve immediately .

That seems like a disaster for Ace Wing pilots.

Was the token dropped in such a way that your template will overlap it when you activate? Take one stress now, and take another one when you leave.

Are you not an ace, but you had a red maneuver queued up and Hera isn't your co-pilot? Take a stress, and hope you have enough room to avoid flying off the edge next turn.

Are you the unlucky ace who took the Damaged Engine crit from the cargo token on a turn when you had a hard turn queued up? I have some bad news for you. You're flying off the map now.

On the bright side:

Are you Dash Rendar, and were stuck behind a YT-1300 with a Rigged Cargo hold who just got a free action from Cracken? YOU CAN'T IGNORE OBSTACLES IN THE COMBAT PHASE, PUNK.

Where are you getting that the effect resolves immediately? Is that in the article? The card simply says it remains in place and acts as a debris cloud, which I think would mean the ship it lands on would be able to perform its red maneuver and end up with two stress.

It depends on pilot skill. If you activate first and take your action dropping the debris. That may give you a stress. But you have already laid your maneuver down, as everyone has, but haven't taken it because you move later.

Good effect for lower PS pilots and definitely more dangerous for higher PS pilots that activate later.

Did the rule card mention what you are to do with the physical ships when you drop the cargo on top of a ship? I'd guess not, but what do you all think is the best way to go about this? tilt the ship and slide the cargo under it trying to keep the ship steady?

Did the rule card mention what you are to do with the physical ships when you drop the cargo on top of a ship? I'd guess not, but what do you all think is the best way to go about this? tilt the ship and slide the cargo under it trying to keep the ship steady?

It did say to put the token under the ship. How is up to the players I suppose.

Basically yeah. Mark the ship, place the debris, put the ship back where it was.

It's basically the same thing that you would do with a mine, or a bomb that you need to place so that you can measure for Sabine or determine all the ships that would be overlapped.