So tell me again how Pulse Ray Shields on Omega Leader would be broken?

By Marinealver, in X-Wing

swx72-fenn-rau.png

Nuff said:angry:

5 minutes ago, Marinealver said:

swx72-fenn-rau.png

Nuff said:angry:

Arc requirement and stress per turn, vs letting a TL sit.

I don't see how Fenn Rau is capable of hurting a **** thing whereas Omega L can hurt almost any ship with his great ability combined with juke

but I also don't think he'd be broken with PRS, so eh. Just saying it's a bad comparison

It isn't. Imps don't have a way of keeping their ships alive like Rebels or even Scum do, and if you saw that 28 point OL across the board from you and didn't make a beeline to kill him you made a mistake.

1 minute ago, ficklegreendice said:

I don't see how Fenn Rau is capable of hurting a **** thing whereas Omega L can hurt almost any ship with his great ability combined with juke

but I also don't think he'd be broken with PRS, so eh. Just saying it's a bad comparison

Put Juke and Jan Ors (crew) on Fenn Rau.

Just now, Rakaydos said:

Arc requirement and stress per turn, vs letting a TL sit.

There is enough stress sinks to pass it around. I think there is going to be a fairship 2 and will be worst than prenerf biggs.

2 minutes ago, kris40k said:

Put Juke and Jan Ors (crew) on Fenn Rau.

so no offensive mods and no way to remove the opponent's defensive mods (especially in preventing focus being used on juke)

truly the stuff of nightmares!

Fenn Rau is a completely defensive pilot, so he doesn't have to hurt anyone to necessarily be useful. But the fact stands, he's a complete chump in combat

Edited by ficklegreendice
Just now, ficklegreendice said:

so no offensive mods and no way to remove the opponent's defensive mods (especially in preventing focus being used on juke)

truly the stuff of nightmares!

Er... It's Rebel Fen Rau, not scum fen rau.

Also unlike Omega this doesn't turn off things like Dengar or Maul at all. Or Expertise.

  1. Only affects firing arc
  2. Only affects focus and evade token modification for dice -All other forms of modification or other uses of focus/evade tokens still count Rather, only stops token-based offensive mods. It's very clearly a stall tactic - and all non-token mods still count, as to tokens for defense.
  3. Requires you to be unstressed to activate
  4. Then gives you 1 stress, which if you're Ionized you won't be shedding next round (unless you pay extra for Kanan)
  5. Is on a crappier chassis than the TIE/fo, only 2 AGI, no native repositioning and almost assuredly a weaker dial - especially with all the stress in this pack
  6. Cannot Juke/Comm Relay
  7. umad, so your opinion is thus discarded

I mean, let's be real. No tokens period for one ship for the whole round is pretty good. But there are so many common ways to mod dice without using those tokens, and to utilize this ability you need to pay 20+ points of your list and keep this little bug alive, on target and unstressed. And no matter what you do, it will not be a late-game beast even at PS9. How the **** will it hit people with 2 dice even if they can't focus/evade? This is a big chunk of your list you take to enable the rest of it and maybe squeak in some shots, but it'll get ate alive solo vs more maneuverable ships.

Plus it has the bloody astromech slot and there's a new astromech to regen. Why even argue about PRS? Argue if all the myriad ways this thing can Regen are worth the points at all!

Edited by UnitOmega
1 minute ago, UnitOmega said:
  1. Only affects firing arc
  2. Only affects focus and evade token modification for dice - All other forms of modification or other uses of focus/evade tokens still count
  3. Requires you to be unstressed to activate
  4. Then gives you 1 stress, which if you're Ionized you won't be shedding next round (unless you pay extra for Kanan)
  5. Is on a crappier chassis than the TIE/fo, only 2 AGI, no native repositioning and almost assuredly a weaker dial - especially with all the stress in this pack
  6. Cannot Juke/Comm Relay
  7. umad, so your opinion is thus discarded

I mean, let's be real. No focus/evade period for one ship for the whole round is pretty good. But there are so many common ways to mod dice without using those tokens, and to utilize this ability you need to pay 20+ points of your list and keep this little bug alive, on target and unstressed. And no matter what you do, it will not be a late-game beast even at PS9. How the **** will it hit people with 2 dice even if they can't focus/evade? This is a big chunk of your list you take to enable the rest of it and maybe squeak in some shots, but it'll get ate alive solo vs more maneuverable ships.

Plus it has the bloody astromech slot and there's a new astromech to regen. Why even argue about PRS? Argue if all the myriad ways this thing can Regen are worth the points at all!

You have #2 wrong. It only affects offensive dice modification, so you can't spend focus, target locks, or evade tokens in the case of Kir Kanos.

It also only works while that ship is the active ship and while it is modifying its own dice. A TIE Fighter could still spend its Evade token to boost a Swarm Leader Quickdraw.

25 minutes ago, Marinealver said:

There is enough stress sinks to pass it around. I think there is going to be a fairship 2 and will be worst than prenerf biggs.

The Rebels currently do not have any stress sinks that would work in the way you describe. They don't have a Yorr or someone else to sponge stress tokens away from Fenn.

Right, forgot it does say "tokens", so technically spending TLs to modify is out. Still, very much a generic block, not going to stop many specific cards, pilots and strategies.

1 minute ago, PhantomFO said:

The Rebels currently do not have any stress sinks that would work in the way you describe. They don't have a Yorr or someone else to sponge stress tokens away from Fenn.

Specifically the Rebel Captain Yorr is Cassian - so you can pay 27 points to put him in the squad to clear stress at the activation phase but then you're flying formation with a U-Wing. Really, anything to destress Fennshuttle besides just doing some greens feels like you're really throwing a lot of points at something which minimum takes up 20% of your Squad Points.

Edited by UnitOmega
5 minutes ago, PhantomFO said:

The Rebels currently do not have any stress sinks that would work in the way you describe. They don't have a Yorr or someone else to sponge stress tokens away from Fenn.

they have Cassian, tbf

but in that same vein, if they're taking Cassian they're giving you a significant advantage (in that U-wings sadly suck)

Edited by ficklegreendice
Just now, ficklegreendice said:

they have Cassian, tbf

but in that same vein, if they're taking Cassian they're giving you a significant advantage (in that U-wings sadly suck)

I was referring to mechanics that would keep Fenn from taking that stress token at all, allowing him to use his ability more than once in a round. That's the only way I can see this guy being remotely close to being broken.

Oh, so you'd be cool with rolling 3 natural hits against OL each turn to land one damage, assuming they blank on defense and you can't mod anything? At least with Fenn Rau, he stresses himself, has to have you in arc, and you can still mod your defense? He also can't evade or reposition naturally, and has 2 defense. Oh, and you and still expertise, predator, and dengar your attacks. There's no comparison here.

Why do people compare him to Omega Leader? Is everybody just reading him wrong? He doesn't weaken green dice and he doesn't shut down all modification but most importantly HE WILL NOT KILL ANYTHING ON HIS OWN.

What he actually is, is Rex and Asoka rolled into one.

Edited by Duskwalker

This ship is essentially Hawk-290 Mark 2 but with an inherent coordinate support choice and more individual pilot skills that keep it kicking so it can provide actions to the team until death. It's gonna be there for offense, like Jan or Fenn, or it's gonna try and double up on its existing support like Kyle or AP-5 pilot. I personally like the mechanic and cheap pricing as a support ship that has been a long time coming.

10 hours ago, ficklegreendice said:

I don't see how Fenn Rau is capable of hurting a **** thing whereas Omega L can hurt almost any ship with his great ability combined with juke

but I also don't think he'd be broken with PRS, so eh. Just saying it's a bad comparison

Fenn Rau (Sheathipede) (20)
Juke (2)
Jan Ors (2)
M9-G8 (3)
Pulsed Ray Shield (2)

Total: 29

And it still worse than OL. ^_^ Lockdown works against defense mods and that is his real strength.

Edited by SEApocalypse

Ol' Lockdown's power is that he shut down defensive mods, making that Juke almost as powerful (I mean, the opponent still had to roll evades for it to matter) as a straight up Plus One Damage. You know, like Crackshot every round, or even comparable to the TIE/x1 Adv Targeting Computer...

... and then was able to bank an Evade for psuedo-regen and shut down hostile offensive modifiers as well. It's that it did both.

My Regionals list found OL using it for the defensive aspect while running away from Dengar/Rey almost as often as he used it for, you know, actually shooting things. :) But the real power is that it did both.

Rebel Fenn is awesome, but he shuts down hostile offense as an arc-hunter; almost a this-round-only, pre-emptive Stresshog. Not at all bad, and another peice of the puzzle for some sort of Fair Ship Rebels Redux, but definitely not the same duty in play.

Edited by Reiver
41 minutes ago, SEApocalypse said:

Fenn Rau (Sheathipede) (20)
Juke (2)
Jan Ors (2)
M9-G8 (3)
Pulsed Ray Shield (2)

Total: 29

And it still worse than OL. ^_^ Lockdown works against defense mods and that is his real strength.

And when you’re regenning and ionised, where does the evade token come from? How are you shooting with focus and evade like OL?

Edited by Estarriol
2 minutes ago, Estarriol said:

And when you’re regenning and ionised, where does the evade token come from? How are you shooting with focus and evade like OL?

Exactly. ^_^

11 hours ago, Marinealver said:

There is enough stress sinks to pass it around. I think there is going to be a fairship 2 and will be worst than prenerf biggs.

Just FYI, fairship rebels 2 is already a thing... so 3?

7 hours ago, Lobokai said:

Just FYI, fairship rebels 2 is already a thing... so 3?

Yeah I guess there is 3. I lost count, just like how many megazords there are.

20 hours ago, ficklegreendice said:

I don't see how Fenn Rau is capable of hurting a **** thing whereas Omega L can hurt almost any ship with his great ability combined with juke

but I also don't think he'd be broken with PRS, so eh. Just saying it's a bad comparison

Fenn can use his ability to defend other ships... Not saying hes better or worst than OL but with shield regen, he does seem like a powerful option. Like they pointed in the article you can gear him with 0 cost upgrades just to add to his durability. What i think balances him out is the 2 agi. A lot of nice options so far in the wave and nothing screams OP from the start. I really like what they are doing so far.