Carolina Krayts is the best X-Wing podcast

By SaltMaster 5000, in X-Wing

Good nerfs to the wookie and nice to see some movement buffs.

HWK! 3h2s, 2 red dice. Focus into rotate, lock into rotate, red boost, rotate, red jam. Red stop, current T-70 blues, white blues, white 3 banks, red 3 turns.

Moldy Crow: 3 dice in front primary arc. Keep up to 2 focus tokens at the end of the turn.

Edited by drjkel
1 minute ago, drjkel said:

HWK! 3h2s, 2 red dice. Focus into rotate, lock into rotate, red boost, rotate, red jam. Red stop, current T-70 blues, white blues, white 3 banks, red 3 turns.

Now that's an interesting change to the HWK. I like it. Now... Jan Ors please?

U-wing, 5h3s, focus, lock, red coordinate. Same blues as the current ARC, red stop, 3 white straight bank, 4 straight. Title was spoiled already.

Just now, LagJanson said:

Now that's an interesting change to the HWK. I like it. Now... Jan Ors please?

They promised 1 pilot (mostly generic) per ship ... not more!

K-wing! 6h3s, 2 reds (double arc), focus, lock, slam, rotate, reload. Dial looks to be the same.

Edited by drjkel

Outer rim snuggler, 8h5s, 3 double arc reds. Focus, lock, red boost, rotate. We knew 1 turns were gone, and 3 turns are in. 3 red sloops. Title allows to reroll 1 green if you have an evade (then spend).

Engine upgrade now turns red boosts into white boosts.

Edited by drjkel

Today's post whoring to bump the Krayt thread has been brought to you by me finishing many urgent projects this week and winding down. My son has repeated a total lack of interest in 2e today... except for the HWK having more reds.

YT-2400, 4d double arcs, 6h4s. No range 1 bonuses. focus, lock, rotate, red roll.

Dash: "While you move, you ignore obstacles." No MAY.

Edited by drjkel

New Falcon title is interesting - if you have an evade token you can reroll your defense die.

Z-95: same stats, with red rolls.

E-wing: 3h3s, focus, evade, lock, roll and boost into lock. Lock is anything but R1. Red sloops, 1 red turns, blues are the 1 straight and bank, and the 2-3-4 straights.

Corran: Extra attack at init 0 in your bullseye, still gets a disarm token.

CONFIRMED: Max 1 bonus attack per round, no matter what stuff you put on your ship. Triple shot Bossk is sad.

Is that a buff to the 2400? And Corran looks to be a bit nerfed? Only bonus attack in the bullseye.

ARC-170: 3 red out front, 2 out back. Focus, lock, red rolls. Dial looks the same.

Garven in the ARC, same ability at init 4.

Expert handling turns red rolls into white ones.

Edited by drjkel

Dash remains the same :/

Norra Wexley: spoiled already, if an enemy is at range 1, add an evade result.

Hera, init 5, same talent.

Han works on attack or defense, huh. As a gunner crew, he gives a turret attack at init 7 (can't use that turret ARC again that turn).

Edited by drjkel

Hot Take: I aint playing rebels in 2.0 either

*A-Wings, Corran, Y-Wings, X-Wings, and B-Wings look fun. So ill probably use rebels :)

Edited by Boom Owl
Just now, Boom Owl said:

Hot Take: I aint playing rebels in 2.0 either

I've been playing Rebels for a while, because I neglected them before. They are not my jam.

Jan Ors: if your friend is in your arc, add 1 red dice to them for a stress on you. Unplayable! ;)

Miranda: primary, recover only when shieldless.

Edited by drjkel

I need Awings! Give me Awings!

I think I may stick with Dash in 2.0 - I feel like he got buffed a bit relative to the 2.0 nerfs.

Just now, GreenDragoon said:

I need Awings! Give me Awings!

They did do A-Wings. They have a 3 sloop and can link to a boost action.

3 minutes ago, GreenDragoon said:

I need Awings! Give me Awings!

I agree