C-ROC preview is up.

By Jarval, in X-Wing

1 hour ago, Jarval said:

Just noticed that the Quick-Release Cargo Locks can go on the GR-75 as well, which is neat. :)

Noticed that. Wonder if that points to Scum getting a GR75 'repaint' at some point, or FFG just looking at what they already had that it worked with?

(Although, if 'external cargo pods' are all that is required - you'd assume that Hondo's new shuttle would have it apply, too, so...maybe they aren't planning on making that one, after all...?)

Would it break the game to have a large ship with a single cargo upgrade slot?

Edit: looks like only Engine Booster (too expensive and not super helpful) and Freq Jammer and Cluster Bombs would have any affect for a ship with no energy. No reason that Scum couldn't get a large based shuttle with a cargo upgrade and the jam action for standard play. Although jam and black market slicer tools might be too strong.

Edited by gamblertuba

I would think Jam + Latts would be even funnier, which is why I've been itching to try it on the C-ROC. Automated Protocols lets you Jam + Reinforce. If you add a Frequency Jammer, that means you can stress two ships, giving you two automatic Evade results against two enemy ships in that half of your C-ROC. Pretty tanky for something with 0 green dice to start.

Edit: would try it on the Broken Horn , but yeesh, that 5 point title cost.

Edited by streamdragon

Huh... they specifically called out Zuckuss as being good on huge ships.

Now, this doesn't necessarily mean that they won't errata it, but it does mean that they are aware of the interaction and the power it will give the C-ROC.

Also looks like they fixed the 4-crew issue in the example build.

none of the cards shown has the effect "weapon disabled", so it is most likely related to the title of m3a or some other card not epic not spoiled yet!

same thing for the tokens "extra munition" for illicit (most likely Jabba)

Well, there are 4 options for the illicit/credit symbol tokens:

1. Jabba, like you said.

2. There are 5 copies of the cannon on the left side of the second row. A cheap, limited shot cannon?

3. There are 5 copies of an unknown card (either a modification or title since there is no symbol in the bottom left) on the left side of the bottom row.

4. Something to do with the Cinematic Mission that comes with the C-ROC.

The Scum sideboard is going to be annoying to keep track of. Like the cards, and love that they made one of the Transport as well.

Broken Horn makes Assailer look pretty bad. I like that it doesn't rely on dice.

Can't wait to use supercharged cells in a Sensors Team Target Locked ship, boosted by Jan Ors using a boosted main CR90 turret shot with the help of a Esege focus token.

8 TL+F epic meta is here!

Edited by Mu0n729
23 minutes ago, streamdragon said:

I would think Jam + Latts would be even funnier, which is why I've been itching to try it on the C-ROC. Automated Protocols lets you Jam + Reinforce. If you add a Frequency Jammer, that means you can stress two ships, giving you two automatic Evade results against two enemy ships in that half of your C-ROC. Pretty tanky for something with 0 green dice to start.

Edit: would try it on the Broken Horn , but yeesh, that 5 point title cost.

Broken Horn also boosts your energy capacity by 2, which is probably worth at least 4 points by itself.

C-ROC Cruiser (35)

Broken Horn (5)
Latts Razzi (2)
Shield Technician (1)
Single Turbolasers (8)
Frequency Jammer (4)
Backup Shield Generator (3)
Automated Protocols (5)

Total: 63

This is a build that can Jam + Reinforce most turns for crazy damage mitigation while still generating decent offense without the TL action via Single Turbolaser's built in free dice mod. By the time you get to shoot at PS1, most targets should have spent their tokens, meaning your expected 3 hits from Single Turbolaser should be able to punch through AGI 2 and below. The tricky part is that there isn't a huge incentive to attack the C-ROC when it's fully turtled up. I'd be tempted to add in Shield Projector, but 3 Energy to redirect 1 attack is a LOT.

Insatiable Worrt is just crazy. Spend all your energy on a recover action then get 3 back. Allows you to do all sorts of fast manoeuvres next turn as you are at max energy anyway.

25 minutes ago, Sithborg said:

The Scum sideboard is going to be annoying to keep track of. Like the cards, and love that they made one of the Transport as well.

Did the article specify anything about a sideboard? It seems like you can just choose from any available upgrade you have provided it meets the requirements.

1 minute ago, Sasajak said:

Insatiable Worrt is just crazy. Spend all your energy on a recover action then get 3 back. Allows you to do all sorts of fast manoeuvres next turn as you are at max energy anyway.

Yeah, I'm trying to think which is the best combo with Automated Protocols, specific to scum.

I'm both really excited and a little disappointed with the c-roc.

I like the Scum feel of a lot of the options, and I think it'll be a lot of fun to fly. I am seriously going to be buying this with the intent of flying the cruiser, not just a "for the standard play goodies" like many.

But, I have a deep concern that not only does the Zuckess plus huge ship interaction exists, they called it out in the article. To me, this suggests they have no intention of fixing what I consider to be the first truly broken item since I started playing (around wave 9 release). They have to be aware of the "hey I can make you reroll any green I want for one point and no penalty to myself" dynamics, and I don't like it.

Makes me worried they're not going to support epic/cinematic play beyond "here's an expensive thing to get at some limited cool standard play things". I had hoped that by more people buying and playing huge ships they'd support it more. Guess not. At least, not yet.

In any event, I am going to house rule Zuckess as a small/large ship only crew until FFG fixes it.

What a tease. Still nothing on Jabba the Hutt !

Zuckuss is ridiculous on this ship. Heavy Laser Turret - 4 attack and the defender has to re-roll any defense dice. For 1 point and no penalty! The maker only knows what Jabba will do. Perhaps

Once per roll , you may change a friendly ship's die result to any other die result. That die result cannot be modified again. 2 points. :D

3 hours ago, Rinzler in a Tie said:

It's all the epic upgrades.
They're holding out on the standard play stuff.. We'll wait...

Funny usually there is only two articles, one for the huge ship and one for the Fighter. Since Jabba the Hutt cannot be in the Fighter I assume he will get his own article. So we can expect two more article and the launch announcement for this ship.

1 hour ago, xanderf said:

Noticed that. Wonder if that points to Scum getting a GR75 'repaint' at some point, or FFG just looking at what they already had that it worked with?

(Although, if 'external cargo pods' are all that is required - you'd assume that Hondo's new shuttle would have it apply, too, so...maybe they aren't planning on making that one, after all...?)

I still got it.

Shameless Plug ;)

1 hour ago, xanderf said:

Noticed that. Wonder if that points to Scum getting a GR75 'repaint' at some point, or FFG just looking at what they already had that it worked with?

Probably the second part. It wouldn't make much sense for the C-ROC to have that card and the GR-75 not given the fact that it also has visible external cargo attachments. They're just making the card usable for Rebel players just as Scum players can use a lot of the non-Rebel-specific upgrades from those previously released ships. The C-ROC is already the Gozanti/GR-75 equivalent for Scum. If and when they get a second Epic, it will likely be something in the Raider/Corvette equivalency.

1 hour ago, gamblertuba said:

Would it break the game to have a large ship with a single cargo upgrade slot?

Edit: looks like only Engine Booster (too expensive and not super helpful) and Freq Jammer and Cluster Bombs would have any affect for a ship with no energy. No reason that Scum couldn't get a large based shuttle with a cargo upgrade and the jam action for standard play. Although jam and black market slicer tools might be too strong.

Actually, I've thought about this, because I want Zeta Cargo Shuttles to be a thing. Cluster Bombs and the new Supercharged Power Cells are the only ones that work outright. EM Emitter works if you take the mod that makes your large ship obstruct attacks. Frequency Jammer works if the ship can get the Jam action. All others would require the ship to have an energy limit and/or the ability to generate and distribute energy.

any guess on release date for this guy then? 4 weeks? Is that too soon? They announced months ago, we have the first spoiler article, so it should already be on the boat, chugging slowly towards America for distribution. We've got 1 maybe 2 more articles, right?

6 minutes ago, Sasajak said:

Zuckuss is ridiculous on this ship. Heavy Laser Turret - 4 attack and the defender has to re-roll any defense dice. For 1 point and no penalty! The maker only knows what Jabba will do. Perhaps

Once per roll , you may change a friendly ship's die result to any other die result. That die result cannot be modified again. 2 points. :D

Considering huge ships cannot have focus tokens to modify dice they need all the help they can get. Which is good because right now 3 agility token tanks are the hardest to deal with. The defender's dice can be modified it just can't be rerolled. So focus results can still work unless you use 4-Lom but Ion-tokens do have a penalty here. But yeah I can't wait to have a game with an official Scum Epic. I tried to get mine into a epic game but most people don't want to play with homebrew cards.

14 minutes ago, Mu0n729 said:

Yeah, I'm trying to think which is the best combo with Automated Protocols, specific to scum.

The problem is that you are capped at 3 energy and have to spend 1 of your 3 energy to trigger Automated Protocols, so you're only recovering 2 shields maximum (assuming you didn't assign out any energy to hardpoints etc.). I think Optimized Generators is the way to go - the timing of the Energy gain off of Generators means you'll stay under the 3 energy cap. So something like:

C-ROC Cruiser (35)
Insatiable Worrt (1)
Zuckuss (1)
Dengar (3)
Heavy Laser Turret (5)
Gunnery Team (4)
Backup Shield Generator (3)
Optimized Generators (5)

Total: 57

Move, gain energy, charge HL turret, gain 2 energy, recover, gain 3 energy, spend 1 energy on Gunnery Team, Spend 1 energy on Backup Shield Generator, repeat. Even with an energy cap of 3, you're still able to cycle through and spend 7 energy each turn under optimal circumstances. You're able to fire an accurate 4 dice attack and regenerate all 4 shields each turn.

1 minute ago, buckero0 said:

any guess on release date for this guy then? 4 weeks? Is that too soon? They announced months ago, we have the first spoiler article, so it should already be on the boat, chugging slowly towards America for distribution. We've got 1 maybe 2 more articles, right?

it's at the Printer right now.

You're way underestimating its ETA, in my opinion.

2 minutes ago, Mu0n729 said:

it's at the Printer right now.

You're way underestimating its ETA, in my opinion.

so more like 2-3 months

2 minutes ago, buckero0 said:

so more like 2-3 months

If they deliver in 2-3 months they'll be on time. Or pretty close to it.