Vaksai (News)

By Arkanta974, in X-Wing

I really don't see the reason why people complain about the Harpooned! condition.
The effect does not discriminate from enemy and friendly ships. Given the fact that the round you fired the missile you were beyond r1, most likely you will be at r1 of the harpooned ship next round.
If you damage or kill a harpooned ship at r1 you take damage too and if you had already damage from the previous round you risk being mutually destroyed.
If I was flying the harpooned ship I would probably not remove the effect but use it as a ship equipped with Dead Mans Switch.

What I really see as a good combo is its interaction with Kylo Ren and the recent trend of the Empire doing damage that bypasses shields.
If you trigger Harpooned on a ship you also inflicted the I ll show you the dark side condition, you immediately deal 2 damage that bypasses shields!
If we get Kylo Ren on the the new TIE silencer and able to fire missiles, this is going to be a fun ship to play.


Edited by tsondaboy

I don't know how the new pilot works with spacetug tractor array, or why you would take MF. Well I guess since it is free and you can pair it with GC but still that is 2 mod slots and a missile spent for a single attack. Unless you are making an underwear build of 5 Kihraxz with tracers.

2 hours ago, Marinealver said:

I don't know how the new pilot works with spacetug tractor array, or why you would take MF. Well I guess since it is free and you can pair it with GC but still that is 2 mod slots and a missile spent for a single attack. Unless you are making an underwear build of 5 Kihraxz with tracers.

Tractor someone onto a rock, they take damage, new pilot gets an attack at PS (activation)1

I just wait to get all out of my Jabba and Vaksais with Hot Shot Blasters...!! :ph34r:

At first, I didn't understand what the effect of being harpooned had to do with, you know, being harpooned.

Then I realized, I was thinking of it as more of a tow cable type harpoon attack, but what it really is is just a missile that embeds itself in your ship, then explodes later.

Which is cool...just not really sure why it's called a harpoon.

Edited by DarthEnderX

Interesting/Potentially Irritating to note that, unlike Quickdraw and like Dengar, you're not restricted to a Primary Weapon attack.

So you've got the potential for a PS9 Harpoon missile barrage:

  • Talonbane Cobra with Harpoon Missiles, Guidance Chips & "Stuff"
  • Viktor Hel with Veteran Instincts, Harpoon Missiles, Guidance Chips & "Stuff"
  • Captain Jostero with Deadeye, Harpoon Missiles, Guidance Chips & "Stuff"

  1. Viktor and Talonbane lock and fire assault missiles
  2. Thanks to Guidance Chips they automatically change one result to a critical, so unless they either miss totally or are shooting at Zeb, then assault missiles will trigger
  3. Jostero can then choose to trigger his ability to peg his harpoon missile at someone caught by the splash damage, which will re-splash onto the original target
  4. Jostero can then fire normally at PS4
  5. Everyone uses scavenger crane to re-arm their missiles!

8 minutes ago, Magnus Grendel said:

Interesting/Potentially Irritating to note that, unlike Quickdraw and like Dengar, you're not restricted to a Primary Weapon attack.

So you've got the potential for a PS9 Harpoon missile barrage:

  • Talonbane Cobra with Harpoon Missiles, Guidance Chips & "Stuff"
  • Viktor Hel with Veteran Instincts, Harpoon Missiles, Guidance Chips & "Stuff"
  • Captain Jostero with Deadeye, Harpoon Missiles, Guidance Chips & "Stuff"

  1. Viktor and Talonbane lock and fire assault missiles
  2. Thanks to Guidance Chips they automatically change one result to a critical, so unless they either miss totally or are shooting at Zeb, then assault missiles will trigger
  3. Jostero can then choose to trigger his ability to peg his harpoon missile at someone caught by the splash damage, which will re-splash onto the original target
  4. Jostero can then fire normally at PS4
  5. Everyone uses scavenger crane to re-arm their missiles!

Dengar isn't restricted to a primary weapon attack either.

48 minutes ago, Magnus Grendel said:

Interesting/Potentially Irritating to note that, unlike Quickdraw and like Dengar, you're not restricted to a Primary Weapon attack.

So you've got the potential for a PS9 Harpoon missile barrage:

  • Talonbane Cobra with Harpoon Missiles, Guidance Chips & "Stuff"
  • Viktor Hel with Veteran Instincts, Harpoon Missiles, Guidance Chips & "Stuff"
  • Captain Jostero with Deadeye, Harpoon Missiles, Guidance Chips & "Stuff"

  1. Viktor and Talonbane lock and fire assault missiles
  2. Thanks to Guidance Chips they automatically change one result to a critical, so unless they either miss totally or are shooting at Zeb, then assault missiles will trigger
  3. Jostero can then choose to trigger his ability to peg his harpoon missile at someone caught by the splash damage, which will re-splash onto the original target
  4. Jostero can then fire normally at PS4
  5. Everyone uses scavenger crane to re-arm their missiles!

Ps11 aces becomes ps10 aces using adaptability instead of vi and it fits. Triple scouts have to fly a bit harder to get their locks and put up with overclocked r4 or unhinged.

Unless it gets reworded or restricted these thing aren't going away anytime soon, and that's before you go anywhere near the condition stacking........

Why oh why did they feel the need to use a new wording for the 'after attacking' timing on the condition? Why even write a timing chart if every new waves adds a timing that (arguably ) doesn't freaking WORK with it?!

Sigh.

Everyone noticed that Harpooned isn't a unique condition yet? Stack and rack 'em!

8 hours ago, DarthEnderX said:

At first, I didn't understand what the effect of being harpooned had to do with, you know, being harpooned.

Then I realized, I was thinking of it as more of a tow cable type harpoon attack, but what it really is is just a missile that embeds itself in your ship, then explodes later.

Which is cool...just not really sure why it's called a harpoon.

Eh, it sounds cool.

8 hours ago, DarthEnderX said:

At first, I didn't understand what the effect of being harpooned had to do with, you know, being harpooned.

Then I realized, I was thinking of it as more of a tow cable type harpoon attack, but what it really is is just a missile that embeds itself in your ship, then explodes later.

Which is cool...just not really sure why it's called a harpoon.

On ‎8‎/‎15‎/‎2017 at 11:10 AM, AllWingsStandyingBy said:


True, but he's darn cheap for what you get, and like everything Scum he gets an EPT for some reason. He can easily strap on Black Market Slicer Tools or Feedback Array or Seismic Torps (all at a reduced price).

VI, position, use action for Black Market Slicer Tools, free attack. Seems good :)

11 hours ago, DarthEnderX said:

At first, I didn't understand what the effect of being harpooned had to do with, you know, being harpooned.

Then I realized, I was thinking of it as more of a tow cable type harpoon attack, but what it really is is just a missile that embeds itself in your ship, then explodes later.

Which is cool...just not really sure why it's called a harpoon.

Impaling and securing - something harpoons are supposed to do because they have barbs and stuff to catch into whatever animal you're trying to get. the missile skips the reeling in to just explode later or something.

Thats why it confused me. Harpoons werent used to kill alone, better off with a regular gun for that (or crossbow), they were used for capturing (without killing, just impeding) or reeling in things after killing them.

I think the Harpooned! condition should have been an impeding effect, such as "While you have this card, your turns are red. Action: Discard this card and roll 1 die, on a Hit or Crit result deal 1 facedown damage card to yourself"
Impedes the target since now they got a large harpoon messing with their movements/throwing the ship off balance (future reasons shutup lol) and has a risk of ripping the ship apart when you remove it. I had absolutely no idea it would be such a high damaging attack.

Edited by Vineheart01

@Schu81

"I would have bought the C-ROC already, if there was any rebel stuff inside."

You know that you can field Pulsed Ray shields on Hwks? Arc Casters on rebels with cannon slots?

Neither is the EPIC stuff like Supercharged power cells and Thug Droids faction locked...

And for the ones complaining about Jostero having an EPT. Graz has no EPT, and he is fielded all the time ;)

I have a ride fitting for him, now I need to complete my other 3 Kihraxzes in progress (TC's ride i made earlier).

yuftMWNm.jpg

That said, Harpoon missiles are evil against swarms. The already poor TIEs, Z95s and Scyks are pushed out even further, they would love some squadron cards.

Graz is fielded? Since when? The fact he lacks an ept is the sole reason i NEVER see him (and why everyone i talk to irl doesnt mention him with Vaskai title).

9 minutes ago, Vineheart01 said:

Graz is fielded? Since when? The fact he lacks an ept is the sole reason i NEVER see him (and why everyone i talk to irl doesnt mention him with Vaskai title).

You saw the irony smiley, right? :)

I am just so tired of all the lopsided whining on the forums right now, regardless which news are presented (Disclaimer: I have all 3 factions).

11 hours ago, thespaceinvader said:

Why oh why did they feel the need to use a new wording for the 'after attacking' timing on the condition? Why even write a timing chart if every new waves adds a timing that (arguably ) doesn't freaking WORK with it?!

Sigh.

This isn't a new wording for after attacking, or a new timing that should be on the chart. It's literally after the timing chart is done and gone, after the entire attack is resolved. It's there to keep the condition from being added when the ship dies to immediately blow up with the splash damage.

3 minutes ago, VanderLegion said:

This isn't a new wording for after attacking, or a new timing that should be on the chart. It's literally after the timing chart is done and gone, after the entire attack is resolved. It's there to keep the condition from being added when the ship dies to immediately blow up with the splash damage.

Or so you read it. It needs clarifying.

And you miss the point: there's no reason it couldn't have just been 'after attacking'.

10 minutes ago, thespaceinvader said:

Or so you read it. It needs clarifying.

And you miss the point: there's no reason it couldn't have just been 'after attacking'.

It doesn't need clarifying. The attack isn't "resolved" if you'res till in the timing chart. And if it'd been "after attacking", then it falls into step 9 and gets applied before the target is destroyed, meaning they immediately trigger the condition in step 10 and explode for splash damage. This is entirely different from it being applied after step 10, meaning the condition never gets applied if they die in the shot, so it doesn't explode for splash damage.

I disagree.

I think 'after attacking' and 'after the attack has resolved' are synonymous.

Why should they not be?

Specifically to prevent the condition from applying to a dead ship before its removed and then exploding for aoe damage

So if Tel dies and comes back he gets the condition?

More than likely since he counts as not dying to begin with. And the attack did hit since it had to reduce him to 0 in the first place.