The prequel trilogy is something of an enigma. On the one hand it's got a lot of awesome fighters and pilots for x-wing, such as Anakin and Ahsoka. On the other, the prequels suck, and it's hard to attribute a faction to the pilots. Considering that FFG largely brushed aside chronological concerns by having Vader fight Kylo, I think only a loose relationship to good or evil is necessary at this point to attribute faction loyalty.
The Rebel faction is pretty much void of 33 (or so) point aces, which is something both the Empire and Scum factions have in abundance (Fenn, Soontir, Vader, etc). I thought that either the ETA-2 or Delta-7 would be a good Rebel ship. I settled on the ETA-2 largely because it has a full astromech socket, so having that 'slot' in game would be great. Here's my take on an ETA-2 expansion in the form of an ace pack (one model each in Obi-Wan and Anakin's paint schemes):
Just a preliminary note: I gave it a bullseye firing arc, for reasons explained down below.
For the pilots:
QuoteThe generics had to be decent PS, otherwise the was simply no way for them to do their thing, even against other generics. Their price is a tad low, especially considering the free title (more on that later) but for the generics, think of them as having a 3 point tax for the ETA-2B mod. Many of my design choices were influenced by the design philosophy "not an A-wing, not a Squint"...
Saesee Tiin is a blatant attempt to get torpedoes and missiles back onto generic ships. I feel that his amazing ability is balanced by his high cost and low PS for the role he wants. Nevertheless, he's what I'd call an interesting mid-PS ship - dangerous, but with counter play readily possible.
Obi - Wan ends the PS war. Simple as that. His unique ability simply gives him a 1-up on everything that doesn't have adaptability (and even then, the best they can do it tie). His ability is basically balanced by his having no ability, though. He got an EPT because he wouldn't be flown otherwise.
Anakin Skywalker was "the best star pilot in the galaxy". A PS 9 native was essential (especially considering Vader has it...), as was an EPT. After watching his unparalleled speed in the clone wars (for those who haven't watched, he makes Poe's scene in TFA look like he's an Academy Pilot.) inspired his ability. While it's awesome, I think it has the greatest potential for being broken. I carefully worded it to never, ever work with R2-D2, because that would be utter garbage. Despite the strong ability, he has an innate weakness to bombs and blocking, so he's not some super-ship that can never be caught. As a further bonus, the theme of "doing two things when other pilots do one" is carried on from the Dark Lord.
Darth Vader had to be included (possibly because I only had 5 pilots for 3 bases). I've errata'd his ability to what it should have been from the beginning, and I think it gives him a unique kind of arc-dodging role. I swapped out the Astromech slot for a Tech slot for balance reasons, plain and simple. There would be too much messing around trying to keep R2-D2, R3-A2 etc off of him. Nevertheless, I think Imperial players will be happy with yet another bomb - vulnerable 33 point ace...
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For the upgrades:
QuoteJedi Starfighter is the core of the ship (in much the same was as the respective ARC-170 and TIE/sf titles). I didn't want yet another ATT 3 arc-dodger with a slightly different frame. I wanted a unique Ace - one that hunts Fat Turrets(tm), and low agility ships in general. Keep in mind that your opponent can't spend focus or evade tokens when defending from inside your bullseye firing arc. In a 1v1 endgame, I could see Obi-wan or Anakin carrying the day against other aces with multiple range 1 shots, but otherwise, these ships are AGI-1/0 hunters, which I don't think is a role that's been well explored.
ETA-2B Interceptor was designed to give the generics a bit of wiggle room, while most of the aces (except Saesee Tiin, who pioneered the 2B design) really want autothrusters in that slot. The card's nature prevents the spam of accuracy corrector on a bunch of generics (which is another potentially broken thing) killing everything, as well as an easy R2-D2 addition to Anakin (who can still use him via a shield upgrade). Otherwise, it's a Chewie-level durability increase.
Early Warning System is a nice (read: hard) counter to the incredibly strong alpha strikes that have developed over time. On the one hand, you're not taking FCS, Accuracy corrector or Adv. Sensors. On the other - TLTs are wailing in agony. Not every ship wants this, but I feel it's a necessary inclusion to the game to prevent alpha strike lists from utterly dominating in wave 12.
Advanced Cluster Missiles are, I think, an intriguing take on ordinance. basically a set of unguided rockets that are fired directly ahead without guidance. It can only be taken on 2 ships as of wave 12, and the ETA-2 is probably going to have an easier time getting the most out of them. I'm certain that 2 shots is going to be the normal, but there would be tales of getting 3, 4 or even 5 TIEs in that perfect line and blasting them all out of the sky. Essentially, a formation discouraging upgrade (take that FSR 2.0!).
R4-P17 is, more or less, integrated astromech on a grander scale. Just at the TIE Silencer has their get-out-of-jail-free card in their title, so to do the rebels now get a buzz-droid sacrifice. He'd be nice on an ordinance list to ensure all the torps are spent, or on any of the aces in this pack (in lieu of R2-D2, of course). He's also carefully worded not to synergise with Hull upgrade like Tel Trevura does.
R4 Astromechs were notorious for poor hyperspace plotting capabilities due to their simple design. This -1 point astromech gives you a massive disadvantage in the setup phase, but allows you to take integrated astromech for -1 points, and put 5 X-wings on the field (who don't care about setup anyway). The astromech slot is so often unused on overcosted Rebel generics, so here you go, Y-wings.
Use The Force is a unique upgrade on the other end of the Alpha Strike stick. I hope I haven't missed any blatantly OP combos (Nym is stapled to VI, the Imperial aces are already going to get damage through with Cruise missiles, and Rebels have no big ordinance carriers with EPTs). The new scum ship might use it, but careful flying can always help against a 1-trick pony. This card was designed for two things: X-wing ordinance and anti - ETA-2 lists. I think it would be amazing for luke to gun down Darth Vader with proton torpedoes by "using the force, Luke'...
Finally, Recklessness is a pricey 3 point EPT Designed to give both the A-wing and Eta-2 teeth in a joust. Since they're basically useless at attacking at range 3 anyway, you can massively boost your range 1 output by sacrificing those long-range lob shots. It also combos very well with prockets and/or TIA/adv Vader.
So what do you think? Have I missed some truly terrible combo with the new cards? Is one or more of the named pilots too powerful? And most importantly, would this be a fun ship to fly?
Edited by Astech