Hyperwave Comm Scanner: awesome + fun facts

By IG88E, in X-Wing

swx60-hyperwave-comm-scanner.png

Part 1:

Place after all ships to surprise the enemy or place as first ship to threaten the enemy and force him to place at the other side

Part 2: - Evade

Comm Relay! Give all ships with tech slot which usually cannot evade a free evade and let them Juke all the way through

Ships are: Upsilon shuttle, TIE/sf, T-70, U-wing, Quadjumper

(optionally rebels had Jan Ors before)

Counters: Palob

Effective against: Take (evade) actions when threatened by TFA Han Solo (or "Dormitz-Bombers" against your Dormitz rule placed ships) in the first round

Part 2: - Focus

Moldy Crow title to collect focus one more "round"

Same with Rey crew

Jake Farrel: After assigning him a focus token, I guess he can boost and barrel roll out of range 1 placement area before first activation phase? :)

(interesting to push back TFA Han Solo during his range 3 placement)

Last but not least:

Completely useless, but for the lols: Give Jake Squad Leader (and Experimental Interface) to let another ship in range 1 do a free action during placement, such as a 1-turn maneuver of Chewbacca with "Daredevil". Then SLAM back 1-turn maneuver (SMuggling Compartment + Burnout SLAM) and boost with advanced SLAM upgrade and Leebo crew for absolutely nothing.

Edited by IG88E

Being a Le to get that evade on the Tie/SF is interesting, certainly to keep and not spend for Juke. Hmmhmmhmm

Part 2: - Focus

Moldy Crow title to collect focus one more "round"

The Jake idea is cute. Can give him a solid head start. Could conceivably set up an easy round one homing missiles shot without any stress.

Overall I think for 1 point it's a great upgrade to slap on a ship if you have room in the list.

Part 2: - Focus

Moldy Crow title to collect focus one more "round"

The interesting thing here to me is that you can actually start a hwk off pretty loaded up if you place it close to multiple ships carrying these. How useful is having 2-3 extra focus? Nobody knows. Funny? Certainly.

Behold the glory of HCS .

1. Place Blue Squadron Novice.
2. Place Dash Rendar.
3. Hyperwave Comm Scanner gives Dash a free Focus.
4. Place Jake Farrel.
5. HCS gives Jake a free Focus.
6. Jake performs a free Boost.
7. Jake uses Experimental Interface and Squad Leader to give Dash a free action.
8. Dash uses "Leebo" to Boost.
9. Dash uses Push the Limit to Barrel Roll.
10. ???
11. Profit.

I'm just thinking of how viable it is to slap this on a naked Blue Squadron Novice and push a procket swarm of A-Wings forward.

That or pairing it with two Starkiller Base pilot shuttles. Just to have those nuts 4 firepower arcs out there from the word go.

Would love to try this out:

Backdraft (27)

Comm relay (3)

Juke (2)

Spec ops (0)

FCS (2)

Lieutenant Dormit (31)

Hyperwave comm scanner (1)

Palpatine (8)

Omega leader (21)

Juke (2)

Comm relay (3)

Total: 100

Talk about evades!

I'm just thinking of how viable it is to slap this on a naked Blue Squadron Novice and push a procket swarm of A-Wings forward.

That or pairing it with two Starkiller Base pilot shuttles. Just to have those nuts 4 firepower arcs out there from the word go.

Naked Blue Squadron novices start at 23 points, which is unfortunate when naked Procket A-wings start at 20: You'll never fit a fourth fighter in. So you might as well go with shinies instead!

Jess Pava (25)

R3-A2 (2)
Hyperwave Comm Scanner (1)
Integrated Astromech (0)
Green Squadron Pilot (19)
Crack Shot (1)
Proton Rockets (3)
A-Wing Test Pilot (0)
Green Squadron Pilot (19)
Crack Shot (1)
Proton Rockets (3)
A-Wing Test Pilot (0)
Green Squadron Pilot (19)
Crack Shot (1)
Proton Rockets (3)
A-Wing Test Pilot (0)
Total: 97
With a second 1pt EPT of your choice for each A-wing, and you can freely chop around the astromech on Jess (who matches PS with the rest of the squad for extra convinience), too.

Last but not least:

Completely useless, but for the lols: Give Jake Squad Leader (and Experimental Interface) to let another ship in range 1 do a free action during placement, such as a 1-turn maneuver of Chewbacca with "Daredevil". Then SLAM back 1-turn maneuver (SMuggling Compartment + Burnout SLAM) and boost with advanced SLAM upgrade and Leebo crew for absolutely nothing.

You can't SLAM as a free action.

Which is literally the only thing wrong with that plan.

:P

(Assuming I actually understand the plan)

I find it funny how this 1pt upgrade pretty much counters TFA Han's entire pilot ability (just place after him at 12). As if it wasnt weak enough.

I find it funny how this 1pt upgrade pretty much counters TFA Han's entire pilot ability (just place after him at 12). As if it wasnt weak enough.

Thus, Han is stopping you of Evade tokens before he's even fired a shot.

Coolest combo for me: give Red Ace (Comm Relay, R2D2) his first evade token (instead of a Shield upgrade which is often proposed) by equipping it on Jess Pava. Incoming joust!

Edited by MaxPower

Last but not least:

Completely useless, but for the lols: Give Jake Squad Leader (and Experimental Interface) to let another ship in range 1 do a free action during placement, such as a 1-turn maneuver of Chewbacca with "Daredevil". Then SLAM back 1-turn maneuver (SMuggling Compartment + Burnout SLAM) and boost with advanced SLAM upgrade and Leebo crew for absolutely nothing.

You can't SLAM as a free action.

Which is literally the only thing wrong with that plan.

:P

(Assuming I actually understand the plan)

I SLAM after Daredevil, which is a 1-turn maneuver ;)

I don't know what to do with the stress token ;)

Edited by IG88E

Ships are: Upsilon shuttle, TIE/sf, T-70, U-wing, Quadjumper

Using it to give T70s Juke and (kinda) a second IA is interesting though.

Ships are: Upsilon shuttle, TIE/sf, T-70, U-wing, Quadjumper

The U Wing doesn't have a Tech slot. The /fo does.Using it to give T70s Juke and (kinda) a second IA is interesting though.

I think Jess might be a good hyperspace carrier, unlike many other T-70s which really want primed thrusters or pattern analysers, she has no particular tech synergies.

Edited by Hedgehogmech

I just wanna point out that HCS + attani mind link means Free focus for everybody first turn! Which might be fun for an anti-sneaky han/dormit lists. Also using it in conjunction with protectorate starfighters to then get the 5 straight/boost could put fenn rau into combat first turn with a focus.

Ooh, yeah. And notable too that you don't have to have Mindlink on your Quadjumper, so you can potentially use a low-PS one who doesn't have an EPT slot.

Also worth noting if no-one has already that this is a way for Manaroo to give Dengar or Fenn an evade token in round 1, which means you can really comfortably go hell-for-leather for a round one engagement with your ace.

I SLAM after Daredevil, which is a 1-turn maneuver ;)

No you don't. Unless it's your normal action, it must be a free action, and SLAM cannot be performed as a free action per the rules.

Being a Le to get that evade on the Tie/SF is interesting, certainly to keep and not spend for Juke. Hmmhmmhmm

Juke doesn't spend the evade, you just have to have one. This is why comm relay is so good, you keep the token (well unless you use it during defense that is) so you always have the evade for juke no matter what action you took.

is it just me, or is there literally no value in this?

i dont think ive ever played a game where the tokens on the first round were actually used.

is it just me, or is there literally no value in this?

i dont think ive ever played a game where the tokens on the first round were actually used.

Large ships with 5 forward and boost can easily force engagement in the first round. Not to mention that Comm Relay is a thing.

Just doing a 5 forward can cause an engagement in the first round if the other player is set up opposite. I've had first round engagements in a whole bunch of games.

is it just me, or is there literally no value in this?

i dont think ive ever played a game where the tokens on the first round were actually used.

The tokens are a bonus IMHO - being able to deploy at various pilot skill is the real deal.

Edited by costi

is it just me, or is there literally no value in this?

i dont think ive ever played a game where the tokens on the first round were actually used.

Comms Relay, Mouldy Crow, Rey crew are all viable options that can make that turn 0 token stick around.

Add in the deployment shenanigans we'll see from NuHan and the RennBat pilot abilities and turn one engagements will become more common.

is it just me, or is there literally no value in this?

i dont think ive ever played a game where the tokens on the first round were actually used.

Large ships with 5 forward and boost can easily force engagement in the first round. Not to mention that Comm Relay is a thing.

Just doing a 5 forward can cause an engagement in the first round if the other player is set up opposite. I've had first round engagements in a whole bunch of games.

Not to mention the Upsilon pilot that lets you deploy up to Range 2 from him. That's starting at Range 3 of your edge which, if I'm calculating the Rule of 11 correctly, means an opponent directly across from you moving forward at all will be in combat range guaranteed if you do a 3+ speed maneuver (2+ for large ships).