Fly Backward

By Graeme Lyon, in X-Wing

Why does it have just as much hull as a YT-2400...

Thank you.

And it's a tenth of the size.

Why would the dimensions of a ship be directly related to how durable its hull is? It makes sense that a ship that was built for salvage and towing operations would be more rugged than a light cargo carrying transport ship. Especially if the transport ship if augmenting it's durability with deflector shields.

Giving it sloops was so silly. FFG are slowly getting worse, its a dam tugboat not star fighter.

Giving it sloops was so silly. FFG are slowly getting worse, its a dam tugboat not star fighter.

Whether or not the ship is a fighter has nothing to do with it. Structure and propulsion determine a vessel's maneuverability.

Giving it sloops was so silly. FFG are slowly getting worse, its a dam tugboat not star fighter.

Whether or not the ship is a fighter has nothing to do with it. Structure and propulsion determine a vessel's maneuverability.

As I recall the original article mentioned that it's been modified and militarized.

Probably unwise to assume that any of the Scum ships are still production models, with or without the titles. For example, production Jumpmasters don't have Astromech docks, but all of the ones we have do. At least accusing to old canon.

Giving it sloops was so silly. FFG are slowly getting worse, its a dam tugboat not star fighter.

You realize what a Tugboat does right?

Their sole purpose is to nimbly dart around harbours and bump themselves into massive ships.

Literally, they are designed to be immensely maneuverable, with speed as a secondary issue. You wouldn't trust a sluggish ship to push around millions of dollars of cargo, you use something with a high degree of control

TLDR

https://www.youtube.com/watch?v=rkCqDLR2s78

You know... I don't miss the hard 3 thaaat much. You learn to live without it.

People seem to be focusing on the use of the crane and overlooking the fact that Unkarr Putt in the Quadjumper with the Space tug Tractor modification can essentially double tractor Beam someone without ever rolling a dice. Add Ketsu in there either in the Shadow Caster for a third tractor Beam token without dice being rolled or as a crew to really make Plutt annoying.

How are Rebels meant to survive that? Even Defenders would have a hard time with -2/-3/-4 agility.

People seem to be focusing on the use of the crane and overlooking the fact that Unkarr Putt in the Quadjumper with the Space tug Tractor modification can essentially double tractor Beam someone without ever rolling a dice. Add Ketsu in there either in the Shadow Caster for a third tractor Beam token without dice being rolled or as a crew to really make Plutt annoying.

How are Rebels meant to survive that? Even Defenders would have a hard time with -2/-3/-4 agility.

Kill him to death.

He has 2 agility, 5 hull, and no evade action, he dies in a round of firing almost trivially.

These ships are going to be the scum equivalent of Biggs.

Granted you don't have to shoot at them but if you let them get close they will screw with you big time.

Ugliest ship ever seen

People seem to be focusing on the use of the crane and overlooking the fact that Unkarr Putt in the Quadjumper with the Space tug Tractor modification can essentially double tractor Beam someone without ever rolling a dice. Add Ketsu in there either in the Shadow Caster for a third tractor Beam token without dice being rolled or as a crew to really make Plutt annoying.

How are Rebels meant to survive that? Even Defenders would have a hard time with -2/-3/-4 agility.

Kill him to death.

He has 2 agility, 5 hull, and no evade action, he dies in a round of firing almost trivially.

True that he does. However with the meta being two / three ship lists. With Unkarr bumped into one of them, that means he is only getting shot at by one, maybe two at the most and I think he can survive that. The ship he has tractor beamed to minus two however, is going to have a bad day.

I guess the real issue is what else goes in the list to take advantage of the reduced agility.

People seem to be focusing on the use of the crane and overlooking the fact that Unkarr Putt in the Quadjumper with the Space tug Tractor modification can essentially double tractor Beam someone without ever rolling a dice. Add Ketsu in there either in the Shadow Caster for a third tractor Beam token without dice being rolled or as a crew to really make Plutt annoying.

How are Rebels meant to survive that? Even Defenders would have a hard time with -2/-3/-4 agility.

Kill him to death.

He has 2 agility, 5 hull, and no evade action, he dies in a round of firing almost trivially.

True that he does. However with the meta being two / three ship lists. With Unkarr bumped into one of them, that means he is only getting shot at by one, maybe two at the most and I think he can survive that. The ship he has tractor beamed to minus two however, is going to have a bad day.

I guess the real issue is what else goes in the list to take advantage of the reduced agility.

You should be able to kill him before he even comes close to bumping something. He has no moves faster than 3, and is significantly easier to kill than Biggs unless he has a Cloaking Device (which is admittedly a good build for him). And if you do bump him, he might well beam you off him in order to get a shot at which point you can shoot him too.

Someone please try to convince me that Crane + Stealth Device isn't going to be a thing. Because I'm pretty sure that should be a thing.

5 points is why it won't.

Plus, not THAT many Scummies that actually want Stealth Devices. Only really Scyks, just maybe Fenn. And neither of those has Illicit.

Also, the Crane doesn't do Illicits.

Stealth Device is a mod. It's also one of the few mods that gets discarded without the opponent bringing anything special. It might find a home but it's 5 points, and takes up two slots. Almost any ship I can think of that would want it, already has better options for those slots.

A 3 agility Dash or Ventress might be okay though.

Rebel TIE?

Separate bearings.

Says who? FFG needs to officially update the FAQ if that is the case.

The reverse maneuvers on the Quadjumper dial are called "banks" and "straight" the same as the traditional forward banks and straight.

A "bearing" is straight , bank , or turn .

"Forward" and "reverse" are directions like left or right ... not bearings.

That's why navigator lets you change a left hard turn into a right hard turn ... different directions but the same bearing.

As I would read and interpret the navigator card and the definition of bearing the navigator crew would allow you to select a forward bank and then change it to a reverse bank, or select a forward straight and turn it into a reverse straight.

If FFG doesn't want to allow navigator to let you change a forward to a reverse (or a reverse into a forward) then they need to update the FAQ to say that navigator doesn't work with reverse moves.

Until then, there is nothing to say the Navigator card and the official description of "bearing" prevent the Quadjumper with Navigator from changing between a forward and reverse.

Separate bearings.

Says who? FFG needs to officially update the FAQ if that is the case.

The reverse maneuvers on the Quadjumper dial are called "banks" and "straight" the same as the traditional forward banks and straight.

A "bearing" is straight , bank , or turn .

"Forward" and "reverse" are directions like left or right ... not bearings.

That's why navigator lets you change a left hard turn into a right hard turn ... different directions but the same bearing.

As I would read and interpret the navigator card and the definition of bearing the navigator crew would allow you to select a forward bank and then change it to a reverse bank, or select a forward straight and turn it into a reverse straight.

If FFG doesn't want to allow navigator to let you change a forward to a reverse (or a reverse into a forward) then they need to update the FAQ to say that navigator doesn't work with reverse moves.

Until then, there is nothing to say the Navigator card and the official description of "bearing" prevent the Quadjumper with Navigator from changing between a forward and reverse.

Patience, we haven't seen the rules reference card yet; it's probably cleared up there. And either way, the FAQ won't be updated until after the wave is actually released...

I'd be surprised if they're not separate bearings. But if they are the same bearing, and you want to spend 3 points on Navigator for your Quad...

Go ahead, I'll take that and then some; it means you're not using Intel Agent or Ketsu crew or any of half a dozen other good crew options, and putting 3 points onto a fragile chassis that's easy to blow up.

I'd be surprised if they're not separate bearings. But if they are the same bearing, and you want to spend 3 points on Navigator for your Quad...

Go ahead, I'll take that and then some; it means you're not using Intel Agent or Ketsu crew or any of half a dozen other good crew options, and putting 3 points onto a fragile chassis that's easy to blow up.

Navigator (assuming that FFG doesn't update the FAQ to stop it from working between forward and reverse bearings) would probably be worth it on Unkar Plutt so it's easier to bump an enemy and trigger his automatic tractor beam.

You are correct that Navigator would be a waste of points if you put several Quadjumpers in your list and ran them all with Navigator ... but it's easy to put intel agent on another ship and use navigator on Unkar so he can switch between forward or reverse to force a bump and force a tractor beam on you before the combat phase.

I'd be surprised if they're not separate bearings. But if they are the same bearing, and you want to spend 3 points on Navigator for your Quad...

Go ahead, I'll take that and then some; it means you're not using Intel Agent or Ketsu crew or any of half a dozen other good crew options, and putting 3 points onto a fragile chassis that's easy to blow up.

Navigator (assuming that FFG doesn't update the FAQ to stop it from working between forward and reverse bearings) would probably be worth it on Unkar Plutt so it's easier to bump an enemy and trigger his automatic tractor beam.

You are correct that Navigator would be a waste of points if you put several Quadjumpers in your list and ran them all with Navigator ... but it's easy to put intel agent on another ship and use navigator on Unkar so he can switch between forward or reverse to force a bump and force a tractor beam on you before the combat phase.

Sorry to repeat myself, but wouldn't Stay on Target be cheaper and (for this ship) fill a less valuable slot?

I'd be surprised if they're not separate bearings. But if they are the same bearing, and you want to spend 3 points on Navigator for your Quad...

Go ahead, I'll take that and then some; it means you're not using Intel Agent or Ketsu crew or any of half a dozen other good crew options, and putting 3 points onto a fragile chassis that's easy to blow up.

Navigator (assuming that FFG doesn't update the FAQ to stop it from working between forward and reverse bearings) would probably be worth it on Unkar Plutt so it's easier to bump an enemy and trigger his automatic tractor beam.

You are correct that Navigator would be a waste of points if you put several Quadjumpers in your list and ran them all with Navigator ... but it's easy to put intel agent on another ship and use navigator on Unkar so he can switch between forward or reverse to force a bump and force a tractor beam on you before the combat phase.

Sorry to repeat myself, but wouldn't Stay on Target be cheaper and (for this ship) fill a less valuable slot?

Only available to Zuvio and (maybe) Sarco, and EPT is just as valuable a slot.

The thing with either of these options is that... they're mistake insurance. And when you take mistake insurance, and your opponent takes cards that give positive modifications, then you don't make the mistake *anyway*...

Then you've wasted the slot and points you spent on the mistake insurance.

You're better off betting that you're good at the prediction game and getting the mods and damage instead.

Separate bearings.

Says who? FFG needs to officially update the FAQ if that is the case.

The reverse maneuvers on the Quadjumper dial are called "banks" and "straight" the same as the traditional forward banks and straight.

A "bearing" is straight , bank , or turn .

"Forward" and "reverse" are directions like left or right ... not bearings.

That's why navigator lets you change a left hard turn into a right hard turn ... different directions but the same bearing.

As I would read and interpret the navigator card and the definition of bearing the navigator crew would allow you to select a forward bank and then change it to a reverse bank, or select a forward straight and turn it into a reverse straight.

If FFG doesn't want to allow navigator to let you change a forward to a reverse (or a reverse into a forward) then they need to update the FAQ to say that navigator doesn't work with reverse moves.

Until then, there is nothing to say the Navigator card and the official description of "bearing" prevent the Quadjumper with Navigator from changing between a forward and reverse.

The dial says they are different bearings. The little arrows on the maneuver dial are bearings.

And you are very mistaken, Navigator does not let you change directions. Fettigator would not have been as unique as he was if Navigator alone allowed you to do his trick. Different arrows, which include pointing different ways, are different bearings. The Rules Reference states that there are two bearings of the type, left and right.

Separate bearings.

Says who? FFG needs to officially update the FAQ if that is the case.

The reverse maneuvers on the Quadjumper dial are called "banks" and "straight" the same as the traditional forward banks and straight.

A "bearing" is straight , bank , or turn .

"Forward" and "reverse" are directions like left or right ... not bearings.

That's why navigator lets you change a left hard turn into a right hard turn ... different directions but the same bearing.

As I would read and interpret the navigator card and the definition of bearing the navigator crew would allow you to select a forward bank and then change it to a reverse bank, or select a forward straight and turn it into a reverse straight.

If FFG doesn't want to allow navigator to let you change a forward to a reverse (or a reverse into a forward) then they need to update the FAQ to say that navigator doesn't work with reverse moves.

Until then, there is nothing to say the Navigator card and the official description of "bearing" prevent the Quadjumper with Navigator from changing between a forward and reverse.

Reverse will almost assuredly be separate bearings, just as a full stop is a separate bearing from straight maneuvers.

Edited by Engine25

I will say that the HWK-290 dial looks even sadder with this guy out there. Oh, and the 1 red die attack is even more pitiful.

I will say that the HWK-290 dial looks even sadder with this guy out there. Oh, and the 1 red die attack is even more pitiful.

Seriously. Poor HWK.

I will say that the HWK-290 dial looks even sadder with this guy out there. Oh, and the 1 red die attack is even more pitiful.

How bout an Errata FFG?

I will say that the HWK-290 dial looks even sadder with this guy out there. Oh, and the 1 red die attack is even more pitiful.

Even without the reverse maneuvers, this is a decent dial.

4 greens, maneuvers that allow you to rotate 180, 1 speed straight, 1 speed turns, hard turns that aren't red at more than one speed, the 3 banks aren't red.

Not having the 1 bank is odd but I think I'd trade that to have the 1 straight and 1 turn on the dial any day. It doesn't have any 4 or 5 speed maneuvers but if you are in a squad that tends to slow roll that shouldn't be a problem.

Edited by WWHSD

Intel Agent is actually a really, really good idea on the tugboat. Heres why:

Normally Intel Agent doesnt help, since you have already set your dial and knowing his dial rarely means anything.

With your action-tractor, though, you know where hes going after you just repositioned him. If you know hes 1turn left, barrelroll him where thats going to bump or hit a rock. If you know hes going to do a K-turn, try to make him hit a debris or bump something.

This is almost to the same degree of prediction challenge Echo provides. Echo, being one of my favorite ships, is easily THE hardest ship to plan against if the player knows how to fly her. She never has less than 2 very viable and completely different options open to her, and usually theres a third one thats just as good and 1-2 others that arent as great but possible. She can be shifted into 6 different spots before her very open dial moves her. If you can accurately plan for her, you are good. The only way i consistently keep her in arc is trying to stay at a distance, odds are she wont avoid a range3 shot. Yeah, its range3 so she has 5agi if she fires first, but better than trying to get closer, misjudge, and she flies right by you and still has a shot.

The tractor before you move only has 3 1/2 possible places you can be, (1/2 being the barrelroll forward or backwards half base difference) but you dont have control over half of your own movement. That can really mess with you. As someone who regularly ends up teaching new players how to play, if the opponent isnt as good as you think they are that can actually BENEFIT THEM because they did something you totally didnt expect, and unlike Echo, that has 0 negative impact on them this time.