If Shyla doesn't get either a rocket launcher or a jetpack, I will be very disappointed...
Seriously though, I wonder what other gadgets she'll have? Maybe she'll get a Tool Belt or something that lets her take more gadgets/weapons.
If Shyla doesn't get either a rocket launcher or a jetpack, I will be very disappointed...
Seriously though, I wonder what other gadgets she'll have? Maybe she'll get a Tool Belt or something that lets her take more gadgets/weapons.
If Shyla doesn't get either a rocket launcher or a jetpack, I will be very disappointed...
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Seriously though, I wonder what other gadgets she'll have? Maybe she'll get a Tool Belt or something that lets her take more gadgets/weapons.
I'm honestly hoping for more armor types, maybe make use of the light medium and heavy traits by introducing a heavy about that can only be worn by heroes with 3 dice for their strength attribute, but gives like +3 health and an automatic block.
Or maybe armor that can take armor mods. That would be cool.
Edited by lowercaseMI think that the armor is fine as is. A jetpack would be awesome though. Maybe tier II with (action) place this figure in a space within 6 (5?) spaces.
I think that the armor is fine as is. A jetpack would be awesome though. Maybe tier II with (action) place this figure in a space within 6 (5?) spaces.
Eh I was thinking something that would basically mirror Boba fetts mobility (though obviously not as good). What you suggest is cool but kinda limited. Even the jet troopers get mobile. Actually it would be a pretty cool accessory, but I just think that for shyla, she should get the mobile keyword since she would presumably be better at using it than some rebel ego bought one on the black market.
I think that the armor is fine as is. A jetpack would be awesome though. Maybe tier II with (action) place this figure in a space within 6 (5?) spaces.
Eh I was thinking something that would basically mirror Boba fetts mobility (though obviously not as good). What you suggest is cool but kinda limited. Even the jet troopers get mobile. Actually it would be a pretty cool accessory, but I just think that for shyla, she should get the mobile keyword since she would presumably be better at using it than some rebel ego bought one on the black market.
Maybe her mission reward...
Re Shyla's gadgets... Remote detonator is the equivalent of Diala's snap kick but able to target at range (+ 1 strain, - "after melee attack"). That's not terrible.
Smoke Bomb basically exchanges a strain for a surge on a partner's attack. That's not terrible. Both take strain, but she looks like she recovers strain pretty easily (Potential for +1 at start of activation and +1 at end of activation, offsets using both gadgets in each activation).
Pinpoint Shot is completely different from Improper Procedure. It guarantees 1 damage at range on a failed attack and does not require an action of it's own nor a strain .
Would love for Onar to get better when wounded. I'm a little leery of the no defense dice. Better have some good defensive or healing cards up his sleeve.
The gadgets are 3 XP and for 3XP they're pretty weak. Snap Kick is weak for 3 XP and it doesn't require strain. Does the strain for range and no attack required make it better? Not really. It's not horrible, it's just not worth 3 XP.
Pinpoint Shot requires an attack, which requires an action. The only time you'll use it is if you've rolled horribly or they've dodged. Which means you'll very rarely use it. When you get your 4XP card that allows you to reroll everything, you're very likely to never use it. It's a trap card, it looks good, but it's bad. At least it's only 1 XP.
I think the point of Pinpoint Shot is to combine with Off-Hand Blaster. But now you're looking at 4 XP for a ranged Improper Procedure.
Edited by Union
Pinpoint Shot requires an attack, which requires an action. The only time you'll use it is if you've rolled horribly or they've dodged. Which means you'll very rarely use it. When you get your 4XP card that allows you to reroll everything, you're very likely to never use it. It's a trap card, it looks good, but it's bad. At least it's only 1 XP.
I think the point of Pinpoint Shot is to combine with Off-Hand Blaster. But now you're looking at 4 XP for a ranged Improper Procedure.
That doesn't require line of sight, does 2 damage with dead on, doesn't require an action if used with off hand blaster, and allows for a damage to another figure using boltslinger, and you don't know what other abilities he'll have that might affect it further.
His skills throw dodges out the window. Even if the reroll brings up a dodge, he's guaranteed at least 2 damage and weaken, which is amazing.
Re Shyla's gadgets... Remote detonator is the equivalent of Diala's snap kick but able to target at range (+ 1 strain, - "after melee attack"). That's not terrible.
Smoke Bomb basically exchanges a strain for a surge on a partner's attack. That's not terrible. Both take strain, but she looks like she recovers strain pretty easily (Potential for +1 at start of activation and +1 at end of activation, offsets using both gadgets in each activation).
Pinpoint Shot is completely different from Improper Procedure. It guarantees 1 damage at range on a failed attack and does not require an action of it's own nor a strain .
Would love for Onar to get better when wounded. I'm a little leery of the no defense dice. Better have some good defensive or healing cards up his sleeve.
The gadgets are 3 XP and for 3XP they're pretty weak. Snap Kick is weak for 3 XP and it doesn't require strain. Does the strain for range and no attack required make it better? Not really. It's not horrible, it's just not worth 3 XP.
Pinpoint Shot requires an attack, which requires an action. The only time you'll use it is if you've rolled horribly or they've dodged. Which means you'll very rarely use it. When you get your 4XP card that allows you to reroll everything, you're very likely to never use it. It's a trap card, it looks good, but it's bad. At least it's only 1 XP.
I think the point of Pinpoint Shot is to combine with Off-Hand Blaster. But now you're looking at 4 XP for a ranged Improper Procedure.
Unblockable damage is never weak, even if it requires a strain. She is a strain producing beast, so one strain a round for unblockable damage is not too shabby, especially when you can recover that strain through positioning alone. Its easily as good, if not better than snap kick.
Pinpoint Shot doesn't require an action, it modifies an action that has already been taken. The difference between doing NO damage and doing 1 damage (even ignoring the Weaken) is pretty important, especially early on. And as neosmagus pointed out, this would automatically trigger boltslinger, does work well with the Off-Hand Blaster, and gets boosted with Dead-On. This may be one of the best abilities I've seen for 1 XP.
Pinpoint Shot means that 1 of your attacks each round will automatically hit. Not bad seeing as you could easily be getting 2 attacks and a move/rest every turn thanks to Offhand Blaster.
Re Shyla's gadgets... Remote detonator is the equivalent of Diala's snap kick but able to target at range (+ 1 strain, - "after melee attack"). That's not terrible.
Smoke Bomb basically exchanges a strain for a surge on a partner's attack. That's not terrible. Both take strain, but she looks like she recovers strain pretty easily (Potential for +1 at start of activation and +1 at end of activation, offsets using both gadgets in each activation).
Pinpoint Shot is completely different from Improper Procedure. It guarantees 1 damage at range on a failed attack and does not require an action of it's own nor a strain .
Would love for Onar to get better when wounded. I'm a little leery of the no defense dice. Better have some good defensive or healing cards up his sleeve.
The gadgets are 3 XP and for 3XP they're pretty weak. Snap Kick is weak for 3 XP and it doesn't require strain. Does the strain for range and no attack required make it better? Not really. It's not horrible, it's just not worth 3 XP.
Pinpoint Shot requires an attack, which requires an action. The only time you'll use it is if you've rolled horribly or they've dodged. Which means you'll very rarely use it. When you get your 4XP card that allows you to reroll everything, you're very likely to never use it. It's a trap card, it looks good, but it's bad. At least it's only 1 XP.
I think the point of Pinpoint Shot is to combine with Off-Hand Blaster. But now you're looking at 4 XP for a ranged Improper Procedure.
The difference between adjacent and 3 range is huge, definitely worth a strain (also I'm pretty sure that snap kick would feel better if it were on someone other than Diala who has a large number of excellent cards).
4 xp for a ranged improper procedure, that also deals 1 damage to another target, and sometimes does an extra damage instead of weaken, and occasionally gives you 1 damage and weaken instead of nothing on your regular attacks, which then does 1 extra damage to another target. Also of note you can buy pinpoint shot after mission 1 when it's much more likely to be useful then save up for more expensive stuff.
That said I definitely don't think pinpoint shot is a standout 1 xp card.
Pinpoint Shot means that 1 of your attacks each round will automatically hit.
Almost automatically. Vinto still needs to achieve the required accuracy. (And with a natural roll, because Pinpoint Shot triggers during step 4: Apply modifiers.)
Edited by a1bertSo looking at the traits on the skirmish cards it looks like hunters are the theme this time. That explains the rangers. Also their non-Hunter traits are good ones. Guardian, brawler and smuggler are pretty good traits to have. You'll be able to put them with lots of good cards.
Now I'm thinking though, are there any traits that need help after this point? They've shored up the weakest ones now, I think. Our am o forgetting one? Besides Wookie I mean.
Now I'm thinking though, are there any traits that need help after this point? They've shored up the weakest ones now, I think. Our am o forgetting one? Besides Wookie I mean.
Maaaaaaaaaaaaaaaaaaaaaaybe force user.
Droid still needs a good two-dot card and probably another good card or two beyond that. And frankly, we need more droid figures in the game. I wouldn't be opposed to some new/better Smuggler cards, since all of the ones we have now are very, very situational. Hopefully there'll be some this wave between the box set and Jabba's pack.
Re Shyla's gadgets... Remote detonator is the equivalent of Diala's snap kick but able to target at range (+ 1 strain, - "after melee attack"). That's not terrible.
Smoke Bomb basically exchanges a strain for a surge on a partner's attack. That's not terrible. Both take strain, but she looks like she recovers strain pretty easily (Potential for +1 at start of activation and +1 at end of activation, offsets using both gadgets in each activation).
Pinpoint Shot is completely different from Improper Procedure. It guarantees 1 damage at range on a failed attack and does not require an action of it's own nor a strain .
Would love for Onar to get better when wounded. I'm a little leery of the no defense dice. Better have some good defensive or healing cards up his sleeve.
The gadgets are 3 XP and for 3XP they're pretty weak. Snap Kick is weak for 3 XP and it doesn't require strain. Does the strain for range and no attack required make it better? Not really. It's not horrible, it's just not worth 3 XP.
Pinpoint Shot requires an attack, which requires an action. The only time you'll use it is if you've rolled horribly or they've dodged. Which means you'll very rarely use it. When you get your 4XP card that allows you to reroll everything, you're very likely to never use it. It's a trap card, it looks good, but it's bad. At least it's only 1 XP.
I think the point of Pinpoint Shot is to combine with Off-Hand Blaster. But now you're looking at 4 XP for a ranged Improper Procedure.
That said I definitely don't think pinpoint shot is a standout 1 xp card.
It almost guarantees converting an already FAILED attack to at least 2 damage (including boltslinger)! Compare that to rerolls that require strain, an additional MP after being shot, a push that requires an attribute test, redrawing a supply card, discarding conditions IF you pass a tough attribute test, a conditional surge, or self-damaging attacks. I'm putting this as pretty darned effective for a measly 1 xp ability. Tactical positioning is pretty helpful and Disengage can be great conditionally, but this is a powerful early campaign game-changer.
Maaaaaaaaaaaaaaaaaaaaaaybe force user.Now I'm thinking though, are there any traits that need help after this point? They've shored up the weakest ones now, I think. Our am o forgetting one? Besides Wookie I mean.
Having not seen the newest round of cards in the JR stuff, I'd say Wookie, creature, vehicle, droid and Hunter all need better command cards, maybe smuggler as well. Hunter will be addressed with this wave of Jabba stuff, already I know their getting some good cards. Brawler gets a couple of cards. Hopefully the dewback/JR comes with a few good creature cards. They're aren't really a lot of vehicles to choose from, but I hope that JR comes with 1-2 for the jump pack troops. The vehicle cards we have aren't bad, but some don't apply to small figures and it'd be nice to see one or more AtSts around. Really the droid cards are terrible though. Devotion is okay, but situational, Hunter protocol is alright, but the others are useless.
I think vehicles and droids suffer more from good figure options. Vehicles especially. I'm so excited for jet pack troopers, you have no idea.
Smugglers are getting On The Lam at least. It's looks to be very good.
Hopefully there are a lot more cards in the actual Jabba's realm box. I may be wrong but I feel like the past few boxes have been a little low on good command cards. The ally packs do a lot of the work there I feel.
But we know there's at least three command cards for the heroes that we don't know. On the lam. And I'm hoping at least one card for the rancor. I really hope there's over 10 command cards in that box.
I dunno about On the Lam. It's certainly great to waste a huge attack or save an expensive figure, but I'm not sure if it's worth 3 points.
Being limited to smuggler only it's really only good for Han, Chewie and a bunch of 6pt or cheaper figures.
Apart from Han/Chewie, is it worth using a 3pt command card to maybe save a 6pt figure once? I dunno.
I'd take if it I had the spare points in the command deck but I dunno if it's good enough to displace some other expensive cards.
I dunno about On the Lam. It's certainly great to waste a huge attack or save an expensive figure, but I'm not sure if it's worth 3 points.
Being limited to smuggler only it's really only good for Han, Chewie and a bunch of 6pt or cheaper figures.
Apart from Han/Chewie, is it worth using a 3pt command card to maybe save a 6pt figure once? I dunno.
I'd take if it I had the spare points in the command deck but I dunno if it's good enough to displace some other expensive cards.
Good point.
It could be a way to get some vps from running a smugglers run in faster for rebels. Too bad smugglers run isn't scum too for it to have full options.
I hope the droids never get better cards :-). Those HKs are giving me enough trouble as is.
-ryanjamal
That doesn't require line of sight, does 2 damage with dead on, doesn't require an action if used with off hand blaster, and allows for a damage to another figure using boltslinger, and you don't know what other abilities he'll have that might affect it further.His skills throw dodges out the window. Even if the reroll brings up a dodge, he's guaranteed at least 2 damage and weaken, which is amazing.
You're now up to SEVEN XP to do 2 damage for 1 strain... that COSTS you a damage on a regular shot because Dead On is exhaust... so you're really only doing 1 point. Talk about trap cards. This is seriously awful if you do this. Spend the 4 from the off-hand and pinpoint on Rapid Fire instead.
Droid still needs a good two-dot card and probably another good card or two beyond that. And frankly, we need more droid figures in the game. I wouldn't be opposed to some new/better Smuggler cards, since all of the ones we have now are very, very situational. Hopefully there'll be some this wave between the box set and Jabba's pack.
Imps / Scum don't need more droids... Technical Support would be kind of bonkers with a bunch of Probe Droids, HKs, and some other droids running around.
That doesn't require line of sight, does 2 damage with dead on, doesn't require an action if used with off hand blaster, and allows for a damage to another figure using boltslinger, and you don't know what other abilities he'll have that might affect it further.His skills throw dodges out the window. Even if the reroll brings up a dodge, he's guaranteed at least 2 damage and weaken, which is amazing.
You're now up to SEVEN XP to do 2 damage for 1 strain... that COSTS you a damage on a regular shot because Dead On is exhaust... so you're really only doing 1 point. Talk about trap cards. This is seriously awful if you do this. Spend the 4 from the off-hand and pinpoint on Rapid Fire instead.
But you don't need 7 XP to make Pinpoint shot worthwhile, just to make it better. Rapid Fire is awesome, and I would certainly want to get it. But there's the little problem of gathering 4 XP to get it, so instead of getting NO abilities for 3-4 rounds, buy Pinpoint Shot after the first round. 1 XP abilities are not late campaign investments, they are early campaign investments. Vinto is built around making multiple weak attacks per round. From the abilities we have seen, he will NOT be making any single attacks that deal a lot of damage to a single figure. Here we have a card that makes those small damage shots connect reliably, an ability which helps to save actions and is available after the first mission. And you don't need any strain to use it or boltslinger, so you change a FAILED attack into 1 damage on two enemies. You've already spent the action, and without this ability it would be worthless. How can that not rate as one of the best 1 xp abilities???
Edited by tomkat364That doesn't require line of sight, does 2 damage with dead on, doesn't require an action if used with off hand blaster, and allows for a damage to another figure using boltslinger, and you don't know what other abilities he'll have that might affect it further.
His skills throw dodges out the window. Even if the reroll brings up a dodge, he's guaranteed at least 2 damage and weaken, which is amazing.
You're now up to SEVEN XP to do 2 damage for 1 strain... that COSTS you a damage on a regular shot because Dead On is exhaust... so you're really only doing 1 point. Talk about trap cards. This is seriously awful if you do this. Spend the 4 from the off-hand and pinpoint on Rapid Fire instead.
But you don't need 7 XP to make Pinpoint shot worthwhile, just to make it better. Rapid Fire is awesome, and I would certainly want to get it. But there's the little problem of gathering 4 XP to get it, so instead of getting NO abilities for 3-4 rounds, buy Pinpoint Shot after the first round. 1 XP abilities are not late campaign investments, they are early campaign investments. Vinto is built around making multiple weak attacks per round. From the abilities we have seen, he will NOT be making any single attacks that deal a lot of damage to a single figure. Here we have a card that makes those small damage shots connect reliably, an ability which helps to save actions and is available after the first mission. And you don't need any strain to use it or boltslinger, so you change a FAILED attack into 1 damage on two enemies. You've already spent the action, and without this ability it would be worthless. How can that not rate as one of the best 1 xp abilities???
Brilliant against those early officers and nexus with their white dice defenses.