"When defending, if the number of | defense dice is fewer than | attack dice, you may | roll 1 additional die.You cannot equip this card if | your agility value is 3 | or higher."
That is both better and more elegant than my guesses.
"When defending, if the number of | defense dice is fewer than | attack dice, you may | roll 1 additional die.You cannot equip this card if | your agility value is 3 | or higher."
That is both better and more elegant than my guesses.
"When defending, if the number of | defense dice is fewer than | attack dice, you may | roll 1 additional die.
You cannot equip this card if | your agility value is 3 | or higher."
That sounds much better.
"When defending, if the number of | defense dice is fewer than | attack dice, you may | roll 1 additional die.
You cannot equip this card if | your agility value is 3 | or higher."
That sounds much better.
Poor SF can't catch a break
I like that. I'd try mocking it up but I'm away from the PC now...
"When defending, if the number of | defense dice is fewer than | attack dice, you may | roll 1 additional die.
You cannot equip this card if | your agility value is 3 | or higher."
That sounds much better.
Poor SF can't catch a break
Why wouldn't this be a break for the SF? SF would love this.
Punishers and Bombers would also love this, if their mod slots weren't already reserved for G-Chips and Scanners. Too bad.
"When defending, if the number of | defense dice is fewer than | attack dice, you may | roll 1 additional die.
You cannot equip this card if | your agility value is 3 | or higher."
That sounds much better.
Poor SF can't catch a break
Why wouldn't this be a break for the SF? SF would love this.
Punishers and Bombers would also love this, if their mod slots weren't already reserved for G-Chips and Scanners. Too bad.
because its 2 dice primary isn't greater than its 2 agility, title or no
so same reason why g-chips fart out hits and not crits on them and ARCs and why final salvo can go die in a corner
Edited by ficklegreendice"When defending, if the number of | defense dice is fewer than | attack dice, you may | roll 1 additional die.
You cannot equip this card if | your agility value is 3 | or higher."
That sounds much better.
Poor SF can't catch a break
Why wouldn't this be a break for the SF? SF would love this.
Punishers and Bombers would also love this, if their mod slots weren't already reserved for G-Chips and Scanners. Too bad.
because its 2 dice primary isn't greater than its 2 agility, title or no
so same reason why g-chips fart out hits and not crits on them and ARCs and why final salvo can go die in a corner
"When defending, if the number of | defense dice is fewer than | attack dice, you may | roll 1 additional die.
You cannot equip this card if | your agility value is 3 | or higher."
That sounds much better.
Poor SF can't catch a break
Why wouldn't this be a break for the SF? SF would love this.
Punishers and Bombers would also love this, if their mod slots weren't already reserved for G-Chips and Scanners. Too bad.
because its 2 dice primary isn't greater than its 2 agility, title or no
so same reason why g-chips fart out hits and not crits on them and ARCs and why final salvo can go die in a corner
I think this would be number of your defense dice, is lower then the number of attackers attack dice. at least that his how i read his wording.
If Sparklelord is right (and I'd bet money he is), what is the expected price of this thing?
Oh I think it's more like when the number of dice being used to attack you are greater than the number of defense dice you will roll.
"When defending, if the number of | defense dice is fewer than | attack dice, you may | roll 1 additional die.
You cannot equip this card if | your agility value is 3 | or higher."
That sounds much better.
Poor SF can't catch a break
Why wouldn't this be a break for the SF? SF would love this.
Punishers and Bombers would also love this, if their mod slots weren't already reserved for G-Chips and Scanners. Too bad.
because its 2 dice primary isn't greater than its 2 agility, title or no
so same reason why g-chips fart out hits and not crits on them and ARCs and why final salvo can go die in a corner
oh nvm I did completely misread the wording on that
you are correct
If this mod is sufficiently cheap, do you think it'd be a semi-viable addition to cheap, generic Phantoms? Like, imagine this thing costs 1pt (probably gonna cost 2 or 3, if the restriction is only that you have 2 agility or less), but like, imagine that it's 1pt. Is a 26pt Phantom worth purchasing if it's a 4/3/2/2 ship against anything with 3 attack dice or more?
It can still explode pretty easily, but at least it has that 3rd defense die to help soak up damage. Advanced Cloaking only works if you have high-PS, and Stygium is solid, but only 1 evade result and only on the first turn of combat, unless you plan to cloak up constantly to exit and re-enter combat with them. I dunno. Such a ship is probably doomed to explode, but at that point it's just Biggs with a bigger gun, more agility, and less HP, right? Ignore it at your peril.
Ooo, I just realized that if the card works as interpreted above, it actually would be a pretty decent boon to the TIE Shuttle. It's tough to carry around valuable crew members if you have 2 agility and no shields, but it might be more worthwhile if you're sitting on 3 agility.
I am pretty intrigued by the idea of Deathrain with 4 bombs and this thing. 9 HP and 2 AGI with his nuts maneuverability is actually not a glass-cannon anymore. Same for Redline, who can often modify dice so well that the loss of Chips isn't a killer. RL firing Protons is usually getting 4 hits anyway, a little survivability to get extra shots off is doing more for his output than Chips.
Also, dare I say it, APT Rhymer doesn't need extra offense, he's already almost automatically throwing 5 hits. Not saying its a good build, but it might be the best Rhymer build yet.
It all depends on points.
If Sparklelord is right (and I'd bet money he is), what is the expected price of this thing?
1 would make it a choice as opposed to automatic.
2 will make it never seen. I'd take TIE Mk2 over that and make the pre-dial-reveal bank move green, PtL every turn to net the evade token and not miss +1 agi sometimes.
I mean Hobojebus called the price earlier in the thread, right?
Hmm get an extra 37.5% chance at an evade, that'd have to be free.
If this mod is sufficiently cheap, do you think it'd be a semi-viable addition to cheap, generic Phantoms? Like, imagine this thing costs 1pt (probably gonna cost 2 or 3, if the restriction is only that you have 2 agility or less), but like, imagine that it's 1pt. Is a 26pt Phantom worth purchasing if it's a 4/3/2/2 ship against anything with 3 attack dice or more?
It can still explode pretty easily, but at least it has that 3rd defense die to help soak up damage. Advanced Cloaking only works if you have high-PS, and Stygium is solid, but only 1 evade result and only on the first turn of combat, unless you plan to cloak up constantly to exit and re-enter combat with them. I dunno. Such a ship is probably doomed to explode, but at that point it's just Biggs with a bigger gun, more agility, and less HP, right? Ignore it at your peril.
I was thinking the same thing.
I am pretty intrigued by the idea of Deathrain with 4 bombs and this thing. 9 HP and 2 AGI with his nuts maneuverability is actually not a glass-cannon anymore. Same for Redline, who can often modify dice so well that the loss of Chips isn't a killer. RL firing Protons is usually getting 4 hits anyway, a little survivability to get extra shots off is doing more for his output than Chips.
Also, dare I say it, APT Rhymer doesn't need extra offense, he's already almost automatically throwing 5 hits. Not saying its a good build, but it might be the best Rhymer build yet.
It all depends on points.
Deathrain is 1 agi ![]()
else thrusters and he'd be pretty set actually
Edited by ficklegreendiceIf this mod is sufficiently cheap, do you think it'd be a semi-viable addition to cheap, generic Phantoms? Like, imagine this thing costs 1pt (probably gonna cost 2 or 3, if the restriction is only that you have 2 agility or less), but like, imagine that it's 1pt. Is a 26pt Phantom worth purchasing if it's a 4/3/2/2 ship against anything with 3 attack dice or more?
It can still explode pretty easily, but at least it has that 3rd defense die to help soak up damage. Advanced Cloaking only works if you have high-PS, and Stygium is solid, but only 1 evade result and only on the first turn of combat, unless you plan to cloak up constantly to exit and re-enter combat with them. I dunno. Such a ship is probably doomed to explode, but at that point it's just Biggs with a bigger gun, more agility, and less HP, right? Ignore it at your peril.
If all the card does is grant an additional green die to TIEs with 1-2 agility when they are facing more red than they've got green I could see it easily being a 0 or 1 point card. For most of the ships that could take it, giving up the mod slot is a fairly significant cost.
He'd effectively be 1 AGI with the hypothetical version of this card, though. Thrusters is very similar to an extra green die on AGI 1.
Alright, so imagine that the Ion Engine below is the new upgrade and it works to increase your agility by one if you're attacked by anything that has 3 red dice or more (or rather, that has more attack dice than your defense dice, or what have you, as previously speculated)
2 will make it never seen. I'd take TIE Mk2 over that and make the pre-dial-reveal bank move green, PtL every turn to net the evade token and not miss +1 agi sometimes.
You don't get the Striker's pre-reveal maneuver if you are stressed so no using it and Mk.II engines to clear stress.
2 will make it never seen. I'd take TIE Mk2 over that and make the pre-dial-reveal bank move green, PtL every turn to net the evade token and not miss +1 agi sometimes.
You don't get the Striker's pre-reveal maneuver if you are stressed so no using it and Mk.II engines to clear stress.
Edited by Sparklelord2 will make it never seen. I'd take TIE Mk2 over that and make the pre-dial-reveal bank move green, PtL every turn to net the evade token and not miss +1 agi sometimes.
You don't get the Striker's pre-reveal maneuver if you are stressed so no using it and Mk.II engines to clear stress.
Mocked it up using sparklelord's copy, added a couple of words ("rolled") for a better fit:

needs an extra something on line 3, but it's close.
Edited by Rft
2 will make it never seen. I'd take TIE Mk2 over that and make the pre-dial-reveal bank move green, PtL every turn to net the evade token and not miss +1 agi sometimes.
You don't get the Striker's pre-reveal maneuver if you are stressed so no using it and Mk.II engines to clear stress.
I definitely missed that part.
2 will make it never seen. I'd take TIE Mk2 over that and make the pre-dial-reveal bank move green, PtL every turn to net the evade token and not miss +1 agi sometimes.
You don't get the Striker's pre-reveal maneuver if you are stressed so no using it and Mk.II engines to clear stress.
I did to and got all excited about using Rage with the combo.
I think that Bren build might work. Bomber dial, though. You could drop Rebel Captive for Tactician or Kallus, as I think he's already pretty tough.
"When defending, if the number of | defense dice is fewer than | attack dice, you may | roll 1 additional die.
You cannot equip this card if | your agility value is 3 | or higher."
So...Expose on a TIE SF with this, increases the ship to 4/2/3/3 from front, and 3/2/3/3 from rear? FCS for attack mods?