Squinting at Things So You Don't Have To!

By ObiWonka, in X-Wing

TIE Fighter Pilot: • Capt[ain Rex]


After y[ou perform an attack that doesn't hit]


the [defender receives 1 stress token.]



TIE Fighter Pilot: • Ahso[ka]


At the [start of the combat phase, you]


may [assign an evade token to]


a frie[ndly ship at range 1.]



Crew: • Capt[ain Rex]


Rebel Only .


After you p[erform an attack]


that does[n't hit, you may]


assign 1 [evade token to]


y[our ship.]



Illicit: EMP Burst


During the [combat phase,]


instead of [performing any]


attacks, you [may discard this]


card to as[sign 2 ion tokens]


to each [ship at range 1.]



Modification: • Captured Tie


Tie Fighter Only. Rebel Only.


Modification .


Enemy ship[s with an agility]


value lower [than yours cannot]


declare you [as the target of an]


attack. Aft[er you perform an]


attack, or aft[er all of your other]


remaining [ships are destroyed,]


discard [this card.]



Upsilon -Class Shuttle Pilot: • Major [Matt the Radar Technician]


For [something something dark side]


and U [ psilon -Class Shuttle]


free [something something something complete.]



[Crew]: Oper[ations]


Spec[ialist]


Imperial Only .


After a [friendly ship at]


Range 1 [does something]


[do some]


[other things.]



[Elite Talent]: Snap S[hot]


After an [enemy ship]


executes a [maneuver,]


you may p[erform an]


attack a[gainst that]


[ship if it is in your firing]


[arc. You may not attack]


[again this round.]



Tech: Targ[eting]


Synch[ronizer]


When a [friendly ship at]


Range 1-2 [attacks an enemy]


you have a [lock on, that]


ship tre[ats all "Attack]


(Target L[ock):" headers as]


"Attack [(Focus):" and if a card]


instructs [it to discard its]


target lock[, discard your]


target [lock instead.]



Tech: Hyper[space]


Comm [booster]


At the [start of the]


"Place Forc[es" step, you may]


choose to t[reat your pilot skill]


value as "0" [until the end of]


the s[tep.]



During the ["Place Forces" step,]


friendly [ships may be placed at]


Range 1 [of you, .........................]


1 [...................................]


[...............]



Crew: • Gene[ral Hux]


Imperial Only.


Action: [Choose 3 different]


friendly sh[ips at Range 1-2.]


Assign 1 [focus token to 1]


of those s[hips, assign the]


"Fanatical [Devotion" Condition]


card to 1 [of those ships, and assign]


1 s[tress token to the other.]



Condition: • Fanatical


Devo[tion]


When defend[ing, you must ]


spend to[kens if able.]



When attacking, [if you spend a]


focus token t[o change all E]


results to H [results...............]


the first E [result..........]


change. The [defending ship]


cannot be [.........................]


dice, but [....................]


cancel C [results...............]



During [the end phase,]


rem[ove this card.]



Quadjumper Pilot: • Baru[?]


When [.....]


agility [.....]


defend [.....]


man[euver.....]



Quadjumper Pilot: • Consta[ble Matt the Radar Technician]


W[hen executing a 1↓]


man[euver, you may do so]


using [the 2↑ template]


instead [of the 1↑ template.]



Modification: Spac[ial]


Tractor [beam]


Quadjumper Only. Modification.


Action: C[hoose a ship outside]


your firing [arc at Range 1 and]


assign a tr[actor beam token to]


it. If it is a [small ship, resolve]


the effect [of the tractor beam]


token and [assign that ship]


ano[ther token.]



Illicit: Scav[enged]


C[argo]


After a ship [at Range 1 is]


destroyed, [choose 1 of its]


discarded [illicit Upgrades]


or Modification [upgrades. Equip]


that [upgrade to your]


ship and [then]


roll 1 att[ack die. On a H]


result, [discard]


Scav[enged Cargo.]



Crew: • B[aru?]


When [a ship you are]


touching [activates, you may]


look at th[at ship's maneuver dial.]


If you do, [.........................]


rotate th[..............................]


mane[uver....................]


reveal [.........................]


man[euver...............]


whi[te maneuver.]



Condition: • A Debt


to Pay


When [defending against a ship that]


has the ["•A Score to Settle"]


Upgrade [equipped, you must change]


1 E [result to a blank result.]


**** me, Matt is stupidly overpowered :o

Shouldn't sabine's tie have a condition? I'd assume it would have to do with captain Rex and his abilities as you can kinda see his name

Edited by cjnj193

Shouldn't sabine's tie have a condition? I'd assume it would have to do with captain Rex and his abilities as you can kinda see his name

You're absolutely right! Probably assigned by either Captain Rex card (similar to Matt the Radar Technician Kylo Ren). Something about "When attacking", "When ... targeting", and "At the end" of a phase. Perhaps even a different effect whether it's assigned by the Pilot card or the Crew card?

"•Surprise!"

Edited by ObiWonka

... how do we know any of this?

The idea of double-tokening small ships seems needlessly harsh, for one.

... how do we know any of this?

The idea of double-tokening small ships seems needlessly harsh, for one.

As implied by the thread title, I squinted at the preview article images (so you don't have to ;) ). The bits in [ ] are educated guesses.

I'm looking forward to seeing how accurate you end up being. Many of your assumptions seem right on. Conditions seem interesting so far, I just don't want to see them subverting the dogfighting aspect of the game too much.

I'm looking forward to seeing how accurate you end up being. Many of your assumptions seem right on. Conditions seem interesting so far, I just don't want to see them subverting the dogfighting aspect of the game too much.

Thus far, conditions seem more or less to be a way to add a whole lot more text to one or more cards, kind of like the ARC and TIE/sf titles.

Loved the 'Matt the Rader Technician' bit.

If EMP burst is decently costed, I can see that going on a lot of cheap blockers! Also, as it double-ions, it can run interference on large-base ships(*cough*jumpmaster*cough*).

I'm pretty sure that the Pilot Rex assigns a condition, because the condition token in the spread matches his art.

If your estimation on Captured TIE is correct, then holy crap Sabine's TIE is going to be the best blocker ever . Particularly since Black Market Slicer Tools isn't an attack...

If your estimation on Captured TIE is correct, then holy crap Sabine's TIE is going to be the best blocker ever . Particularly since Black Market Slicer Tools isn't an attack...

I for one hope it's not correct. 'enemy can't attack you until you do X' is a mechanic I hope not to see in X-wing.

Wouldn't "A Debt to Pay" have to be slightly beneficial to the ship which has it assigned to it? That seems wild to me to have a 0 point upgrade which a) gives you full range RAC ability , and b) a non-discarding crack shot, against your opponents best ship. I guess it could flop against things like swarms, but still, 0 points for those effects? Wow. @_@

I'm guessing the tractor beam thingy for the Quadjumper is "Space Tug Tactor..."

Other than that, I got nothing.

If your estimation on Captured TIE is correct, then holy crap Sabine's TIE is going to be the best blocker ever . Particularly since Black Market Slicer Tools isn't an attack...

I would wager a guess that it is much more likely to be PS than Agl. If high PS represents 'good'

pilots then a better pilot would be able to notice that the TIE fighter is rebel and not Imperial. Why scum would not shoot is just a case of mechanics trumping story, much like Rebel Captive.

Wouldn't "A Debt to Pay" have to be slightly beneficial to the ship which has it assigned to it? That seems wild to me to have a 0 point upgrade which a) gives you full range RAC ability , and b) a non-discarding crack shot, against your opponents best ship. I guess it could flop against things like swarms, but still, 0 points for those effects? Wow. @_@

It has a callus-problem.

it takes up a HIGHLY valuable slot and works only against one ship

and as such is a complete failure when enemy has more than one powerhouse.

Actually I think some of your "squints" are a bit off the mark.

For Captain Rex (TIE) it's probably an assignment of the condition. Also, the text you proposed is much to long for the text visible in the box.

For the captured TIE it's probably related to pilot skill and not agility. That also makes sense of the inclusion of Veteran Instincts.

If your estimation on Captured TIE is correct, then holy crap Sabine's TIE is going to be the best blocker ever . Particularly since Black Market Slicer Tools isn't an attack...

I for one hope it's not correct. 'enemy can't attack you until you do X' is a mechanic I hope not to see in X-wing.

I don't see a problem with this, it's only on a TIE Fighter.

Besides, Palp Aces are invincible. You're allowed to attack them sure, but it's not going to do anything. They effectively already have this type of mechanic, the 'X' is just, "Kill the shuttle first". Just because it's your only option doesn't mean it's a good one. You go after the Aces first and you're super duper ****** because your attacks do nothing and you still have the shuttle shooting at you, or choose instead to be merely super ****** and go after the shuttle first while the Aces tear you apart and you no longer have enough ships left to beat the remaining aces that are more efficient than your leftover ships.

So an invincible TIE Fighter? Still cabbage, pure cabbage.

Edited by ParaGoomba Slayer

If your estimation on Captured TIE is correct, then holy crap Sabine's TIE is going to be the best blocker ever . Particularly since Black Market Slicer Tools isn't an attack...

I for one hope it's not correct. 'enemy can't attack you until you do X' is a mechanic I hope not to see in X-wing.

I don't see a problem with this, it's only on a TIE Fighter.

Besides, Palp Aces are invincible. You're allowed to attack them sure, but it's not going to do anything. They effectively already have this type of mechanic, the 'X' is just, "Kill the shuttle first". Just because it's your only option doesn't mean it's a good one. You go after the Aces first and you're super duper ****** because your attacks do nothing and you still have the shuttle shooting at you, or choose instead to be merely super ****** and go after the shuttle first while the Aces tear you apart and you no longer have enough ships left to beat the remaining aces that are more efficient than your leftover ships.

So an invincible TIE Fighter? Still cabbage, pure cabbage.

PS: Some of us here actually manage to kill ' Invincible' Palp Aces just fine.

Edited by LordBlades

Wouldn't "A Debt to Pay" have to be slightly beneficial to the ship which has it assigned to it? That seems wild to me to have a 0 point upgrade which a) gives you full range RAC ability , and b) a non-discarding crack shot, against your opponents best ship. I guess it could flop against things like swarms, but still, 0 points for those effects? Wow. @_@

It has a callus-problem.

it takes up a HIGHLY valuable slot and works only against one ship

and as such is a complete failure when enemy has more than one powerhouse.

While the mechanic has some shortcomings I am pretty sure dice modification against + debuff for your opponents key ship would be ridicules for 0 points. I am almost certain A Debt to Pay also helps the target.

Tech: Hyper[space]

Comm [booster]

At the [start of the]

"Place Forc[es" step, you may]

choose to t[reat your pilot skill]

value as "0" [until the end of]

the s[tep.]

During the ["Place Forces" step,]

friendly [ships may be placed at]

Range 1 [of you, .........................]

1 [...................................]

[...............]

I assume it will allow you to place ships outside your starting area.

Edited by Duskwalker

I assume it will allow you to place ships outside your starting area.

Agreed, but I couldn't come up with any wording that I liked that fit the spacing. Feel free to try to fill in the blanks!

Wouldn't "A Debt to Pay" have to be slightly beneficial to the ship which has it assigned to it? That seems wild to me to have a 0 point upgrade which a) gives you full range RAC ability , and b) a non-discarding crack shot, against your opponents best ship. I guess it could flop against things like swarms, but still, 0 points for those effects? Wow. @_@

It has a callus-problem.

it takes up a HIGHLY valuable slot and works only against one ship

and as such is a complete failure when enemy has more than one powerhouse.

But Crack Shot is a point more, fills the same slot, only works against 1 ship as well (although you do get to determine that ship in the compare results phase), and is discarded after one use. And Crack Shot also doesn't allow you to change a focus to a crit. The only thing Crack Shot has over A Score to Settle if OP is correct is it isn't telegraphed, but that, in my opinion, while something , is hardly enough to reason that A Score to Settle should be 0 points.

I hope that is Cpt. Rex's ability. Nice anti-ace ability.