Slave 1 errata

By Phoenix5454, in X-Wing

Also, if you want a big more theme, add "when playing with a Boba pilot or crew card you may not speak".

If you really want to give emon azzameen with a bomblet generator advanced sensors, that's cool. No metter what you do to them they'll never best a JM5K...

Somewhere there is a (fake) card that allows you to use either card for a pilot in multiple factions.

EDIT:

Found it:


A little less than half way down the first page.

Edited by gryffindorhouse

Actually, the current way it's worded, it wouldn't work as (I assume) intended, you would need two actions to actually switch, but it's the same idea.

Edited by gryffindorhouse
1 hour ago, Kdubb said:

What is a hard bank? :P

One that's not on your dial? :D

1 hour ago, gryffindorhouse said:

However, if you got, like, a lancer, or an alpha-strike jump, it wouldn't be much of a disadvantage, because you could just have it race ahead.

We'll if it's like the Hired Mercenary custom card upgrade and it takes up the EPT on the scum ship and it's limited to 50 points (standard play) and it can't use illicit upgrades the ship is sufficiently limited IMO. I would also go one step further and limit it to named scum pilots only.

I really hope FFG saw that post you linked with the custom card because it's a great game mechanic that will make rebel and imp players go from hating scum to loving them lol

9 minutes ago, Stoneface said:

One that's not on your dial? :D

Oh geeze give me a break I worked all day lol

Why not an Illicit Reinforce action? Would help Firespray-31 and YV-666. But not Imp Firesprays, except if you make Slave-1 have +1 Illicit.

17 minutes ago, Foxtr0t said:

Why not an Illicit Reinforce action? Would help Firespray-31 and YV-666. But not Imp Firesprays, except if you make Slave-1 have +1 Illicit.

I like the idea, but there's sort of an unofficial division of Epic powers in the regular game. Imps get coordinate, Rebels get reinforce. I think an illicit Jamming action upgrade would be much better, while also fitting the scum theme. I'd say something along the lines of:

Illegal Communications Uplink (Illicit, 3 points)
Action: Perform a free [Jam] action. Then discard this card.

So for 3 points you get to, guaranteed, double-stress an enemy ship within range 2. Uness you're flying Jabba, it's a one-trick pony that takes up a good slot. I could see it getting a lot of mileage with swarms that histoically have a lot of trouble against aces.

I would rather have a Firespray "fix" apply to all Firesprays rather than just Slave 1.

Mainly as I'm now going to have Boba flying the Andrasta (blasphemy I know), so he can have Bomblet Generator.

For your consideration, my proposal for improving and distinguishing the Imperial from Scum 'sprays. Imps get a bit of extra space built in but aren't as nimble, Scum get nimbleness but not as much crew space unless they spend an illicit on it. And yes, that illicit can go on any ship... I think it would be pretty well balanced tbh, especially if K4 was no longer bump-proof. The next best option is probably 6 points for Gunner, all the really good Scum crew except K4 are unique, and note that it makes the entire ship unable to equip unique crew...

Title: Customs patroller. Imperial Only. Firespray only. Gain a crew slot. Add Barrel Roll to your action bar. You may equip [elite] upgrades which are Small Ship Only. You may equip one additional Title upgrade card. 0 points.

Illicit: 1 point. Gain a crew slot. You cannot equip unique crew upgrades.

Title: Gunrunner. Scum Only. Firespray only. When you reveal a 1 bank manoeuvre, you may instead execute a white 1 turn manoeuvre in the same direction. Add Barrel Roll to your action bar. You may equip one additional Title upgrade card. 0 points.

Modification: Stolen Transponder Codes. Unique. Scum only. Firespray only. You ignore restrictions on unique Title upgrades.

Bounty Hunter:

No change

Krassis Trelix:

Prepend ‘You may attack with secondary weapons from your auxiliary arc’.

Imp Kath Scarlet:

No change.

Imp Boba Fett:

When you reveal a bank manoeuvre, you may change its speed OR bearing to any bank manoeuvre of the relevant direction or speed. The new manoeuvre cannot be changed again.

(Basically Bobagator mostly rolled into one card leaving the crew slot free, and adding the benefit of stress clearing with all three banks in a direction (rather than rotating the dial), or directional flexibility.)

Mandalorian Mercenary:

No change.

Emon Azzameen:

Add EPT to upgrade bar.

Scum Kath Scarlet:

No change

Scum Boba Fett:

No change.

What I think the 'spray really needs, along with a bunch of other ships that now need second fixes, is a third non-upgrade-bar slot for what are currently non-unique titles, called something like Configurations - generic ways to set up ships, which can then be combined with unique titles to give flexible loadout options without every second fix including the words 'you may equip an additional title upgrade card'.

7 minutes ago, thespaceinvader said:

Modification: Stolen Transponder Codes. Unique. Scum only. Firespray only. You ignore restrictions on unique Title upgrades

Hello Outrider title!!! :D

4 minutes ago, Stevey86 said:

Hello Outrider title!!! :D

Yup.

12 points to give a 'spray a HLC turret seems pretty reasonable to me. That's a bare minimum of 47 points for the cheapest generic, or 44 points for a Mangler turret.

I thought pretty hard about that one, and I couldn't think of any curreent unique titles or really any potential future titles that could break it. So many of them are very specific to the ship concerned and useless elsewhere (Shadow Caster), just not as good on the scum 'spray (TF Falcon, nowhere near as good without Kanan), or just not useful at all (OT Falcon), etc.

4 minutes ago, thespaceinvader said:

Yup.

12 points to give a 'spray a HLC turret seems pretty reasonable to me. That's a bare minimum of 47 points for the cheapest generic, or 44 points for a Mangler turret.

I thought pretty hard about that one, and I couldn't think of any curreent unique titles or really any potential future titles that could break it. So many of them are very specific to the ship concerned and useless elsewhere (Shadow Caster), just not as good on the scum 'spray (TF Falcon, nowhere near as good without Kanan), or just not useful at all (OT Falcon), etc.

Havoc or Virago would be pretty useful.

3 minutes ago, Stevey86 said:

Havoc or Virago would be pretty useful.

Yes.

But by no means broken.

1 minute ago, thespaceinvader said:

Yes.

But by no means broken.

I never suggested they were. The Firespray is so far behind the curve right now I don't think there's a single combination of existing cards that could boost it all the way to "broken" territory.

The problem with a "Slave 1" fix is that all the good ideas that would make the Firespray "competitive" are already taken and FFG doesn't repeat the same fix. For example:

1. TIE x1 (TAP): When you acquire a target lock, you may perform a free evade action.
This paired with Expertise would be insane action economy for either Imperial or Scum.

2. Vakai: Three modications with all upgrades reduced in cost by 1.
Imagine that ! 3 point engine, 1 point Rebel Captive, 1 point extra munitions !!

3. Advanced: Free system slot and four point reduction on system upgrades PLUS a new system upgrade
This plus fearlessness for easy access to six dice attacks. . Ouch.

4. Chaarden Refit: Point reduction for removal of missiles
I think everyone would take this but it wouldn't really help the ship.

5. /D and /x7: Double tap with cannon or point reduction and free evade
Firespray would love either. A /D Ion cannon wouldn't be too unthematic as Jango Fett did add a Ion Cannon to it and if I remember correctly, the art card for an Ion Cannon is of a Firespray?

What I think it needs is something to actually push it into a role within the faction, but what do those factions really need?

Imperials have the Decimator as their large base ship so whatever "fix" the Imperial Firespray gets needs to help it compete against a 360 firing, multiple crew carrying behemoth.

As for Scum, the Firespray is a large base ship, in a large base faction that has access to Jumpmasters, Shadowcasters and Aggressors. . yeah good luck with that.

I'd like to see FFG create a 45 degree wedge template and allow the ship to perform "1 bank" barrel rolls. (would need to be combined with some kind of free action, as it desperately needs the economy)

Also a new Firespray only cannon that can fire from aux arcs would be nice. :)

4 minutes ago, Viktus106 said:

The problem with a "Slave 1" fix is that all the good ideas that would make the Firespray "competitive" are already taken and FFG doesn't repeat the same fix. For example:
1. TIE x1 (TAP): When you acquire a target lock, you may perform a free evade action.
This paired with Expertise would be insane action economy for either Imperial or Scum.
2. Vakai: Three modications with all upgrades reduced in cost by 1.
Imagine that ! 3 point engine, 1 point Rebel Captive , 1 point extra munitions !!
...

You've just got to use your imagination! For instance:

Stealth Plating (Mod, 2 points, Firespray Only) - A straight up bump to AGI 3, plus a VI when Firesprays need it most.
When defending, you may treat the attack as obstructed. During the activation phase, increase your pilot skill by two.
Or:
Chaff System (Missile, 1 point, Firespray Only) - A delayed evade action, nothing wrong with that...
Action: Add 1 chaff token to this card. When defending, if the attacker is outside your firing arc, you may spend 1 chaff token to add 1 [evade] result to your roll.

2 minutes ago, Astech said:

Chaff System (Missile, 1 point, Firespray Only) - A delayed evade action, nothing wrong with that...
Action: Add 1 chaff token to this card. When defending, if the attacker is outside your firing arc, you may spend 1 chaff token to add 1 [evade] result to your roll.

I like this. :)

12 hours ago, Phoenix5454 said:

whoa, that would be awesome if the imperials had a way to hire a single named scum pilot for their list. I have no idea how that would work but that would be awesome.

Or rebels "hiring" Fenn rau

50 minutes ago, Astech said:

You've just got to use your imagination! For instance:

Stealth Plating (Mod, 2 points, Firespray Only) - A straight up bump to AGI 3, plus a VI when Firesprays need it most.
When defending, you may treat the attack as obstructed. During the activation phase, increase your pilot skill by two.
Or:
Chaff System (Missile, 1 point, Firespray Only) - A delayed evade action, nothing wrong with that...
Action: Add 1 chaff token to this card. When defending, if the attacker is outside your firing arc, you may spend 1 chaff token to add 1 [evade] result to your roll.

Whilst that would certainly make the ship a more expensive IG88 (minus auto thrusters), what does it offer to the Imperial or the Scum faction? All it is now is a three agility large base ship?

It needs to be able to bring something to the table that makes it worth while beyond "Its' Boba freakin' Fett man!"

I honestly believe this is one of the main challenges of the design team, unless it turns up in a new film, such as Han Solo?

12 minutes ago, Viktus106 said:

Whilst that would certainly make the ship a more expensive IG88 (minus auto thrusters ), what does it offer to the Imperial or the Scum faction? All it is now is a three agility large base ship?

It needs to be able to bring something to the table that makes it worth while beyond "Its' Boba freakin' Fett man!"

I honestly believe this is one of the main challenges of the design team, unless it turns up in a new film, such as Han Solo ?

AGI 3 is significant in and of itself. For one it becomes far more TLT resistant. Chaff in particular makes firesprays a great anti-ace tool.

These were just examples. Frankly, I don't want to break the firespray just so it can compete with JM5Ks.

Too much FAQ, seriously.

I'm ignoring this. The game is fun as it is without the headache of keeping up with everything.

Put it in a card, put stuff in a game, or make card packs, whatever so I don't need to play a card, and then keep looking at a multi page document as well.

Other games do this, it's a good idea. FFG needs to seriously stop being stubborn about that.

15 hours ago, Phoenix5454 said:

well imp firesprays technically shouldn't exist as they came into existence pre-scum when the atmosphere of the game was different.

BUT I would say that buffing both Boba's wouldn't be a bad thing at all. It's a small buff and it makes sense as it falls under the Slave 1 title not something for all Firesprays just 1 per game.

This is still the worst argument for a ship to not get an update. Rebel TIE FIGHTERS shouldn't exist!

Unfortunately both versions do exist. And the non-imperial version of imperial ships is currently better in each instance. That's what really sucks.

Any improvement to the Imperial FS will have to look at the better Scum versions or go the "Imperial only" route; any improvements to ties have to look at rebel version or do the same...and we all know which faction gets stiffed on "_____only" upgrades so...

The fix for the Slave 1 was the Most Wanted pack. He's on Scum where he belongs now.

As for Erratas, FFG should only errata a card to reduce its power, as there is very little choice for something overpowered. Increasing the ability of a ship or pilot should be done with new card releases.

Edited by Joe Censored